1566 lines
105 KiB
HTML
1566 lines
105 KiB
HTML
<!DOCTYPE html>
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<html>
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<script type="text/worker">
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on("change:injury change:condition", function() {
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getAttrs(["condition", "injury"], function(values) {
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setAttrs({
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injured: parseInt(values.injury) > parseInt(values.condition) ? 2 : 0
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});
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});
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});
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on("change:poison change:condition", function() {
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getAttrs(["condition", "poison"], function(values) {
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setAttrs({
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poisoned: parseInt(values.poison) > parseInt(values.condition) ? 2 : 0
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});
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});
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});
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on("change:sickness change:condition", function() {
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getAttrs(["condition", "sickness"], function(values) {
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setAttrs({
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sick: parseInt(values.sickness) > parseInt(values.condition) ? 2 : 0
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});
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});
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});
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on("change:exhaustion change:condition", function() {
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getAttrs(["condition", "exhaustion"], function(values) {
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setAttrs({
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exhausted: parseInt(values.exhaustion) > parseInt(values.condition) ? 2 : 0
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});
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});
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});
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on("change:muddle change:condition", function() {
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getAttrs(["condition", "muddle"], function(values) {
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setAttrs({
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muddled: parseInt(values.muddle) > parseInt(values.condition) ? 2 : 0
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});
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});
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});
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on("change:shock change:condition", function() {
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getAttrs(["condition", "shock"], function(values) {
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setAttrs({
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shocked: parseInt(values.shock) > parseInt(values.condition) ? 2 : 0
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});
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});
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});
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on("change:str change:poisoned change:sick change:shocked change:bonus change:condition", function() {
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getAttrs(["str", "poisoned", "sick", "shocked", "bonus", "condition"], function(values) {
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setAttrs({
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currentStr: Math.min(12, Math.max(4, parseInt(values.str)-parseInt(values.poisoned)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'STR' && parseInt(values.condition) >= 10 ? 2 : 0)))
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});
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});
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});
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on("change:dex change:injured change:sick change:shocked change:bonus change:condition", function() {
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getAttrs(["dex", "injured", "sick", "shocked", "bonus", "condition"], function(values) {
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setAttrs({
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currentDex: Math.min(12, Math.max(4, parseInt(values.dex)-parseInt(values.injured)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'DEX' && parseInt(values.condition) >= 10 ? 2 : 0)))
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});
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});
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});
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on("change:int change:muddled change:sick change:shocked change:bonus change:condition", function() {
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getAttrs(["int", "muddled", "sick", "shocked", "bonus", "condition"], function(values) {
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setAttrs({
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currentInt: Math.min(12, Math.max(4, parseInt(values.int)-parseInt(values.muddled)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'INT' && parseInt(values.condition) >= 10 ? 2 : 0)))
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});
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});
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});
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on("change:spi change:exhausted change:sick change:shocked change:bonus change:condition", function() {
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getAttrs(["spi", "exhausted", "sick", "shocked", "bonus", "condition"], function(values) {
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setAttrs({
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currentSpi: Math.min(12, Math.max(4, parseInt(values.spi)-parseInt(values.exhausted)-parseInt(values.sick)-parseInt(values.shocked)+(values.bonus == 'SPI' && parseInt(values.condition) >= 10 ? 2 : 0)))
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});
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});
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});
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on("change:condition change:class1 change:class2", function() {
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getAttrs(["condition", "class1", "class2"], function(values) {
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var tipTopShape = 10 - (values.class1 == 'Navigator' ? 1 : 0) - (values.class2 == 'Navigator' ? 1 : 0);
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setAttrs({
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outOfShape: parseInt(values.condition) <= 2 && parseInt(values.condition) > 0 ? 1 : 0,
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tipTopShape: parseInt(values.condition) >= tipTopShape ? 1 : 0,
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conditionDeath: parseInt(values.condition) <= 0 ? 1 : 0
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});
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});
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});
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on("change:healthPoints change:healthPoints_max change:condition", function() {
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getAttrs(["healthPoints", "healthPoints_max", "condition"], function(values) {
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setAttrs({
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hpUnconscious: parseInt(values.healthPoints) <= 0 && parseInt(values.healthPoints) > (0 - parseInt(values.condition)) ? 1 : 0,
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hpDeath: parseInt(values.healthPoints) <= (0 - parseInt(values.condition)) ? 1 : 0
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});
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});
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});
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on("change:magicPoints", function() {
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getAttrs(["magicPoints"], function(values) {
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setAttrs({
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mpUnconscious: parseInt(values.magicPoints) <= 0 ? 1 : 0
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});
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});
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});
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on("change:type1 change:type2", function() {
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getAttrs(["type1", "type2"], function(values) {
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setAttrs({
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typeDamageMod: (values.type1 == 'Attack' ? 1 : 0) + (values.type2 == 'Attack' ? 1 : 0),
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typeInitiativeMod: (values.type1 == 'Technical' ? 1 : 0) + (values.type2 == 'Technical' ? 1 : 0),
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showAttackTypeMastery: (values.type1 == 'Attack' || values.type2 == 'Attack' ? 1 : 0),
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showSecondAttackTypeMastery: (values.type1 == 'Attack' && values.type2 == 'Attack' ? 1 : 0)
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});
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});
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});
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on("change:showAttackTypeMastery", function() {
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getAttrs(["showAttackTypeMastery"], function(values) {
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if (parseInt(values.showAttackTypeMastery) == 0) {
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setAttrs({
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attackTypeMastery: 0
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});
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}
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});
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});
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on("change:showSecondAttackTypeMastery", function() {
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getAttrs(["showSecondAttackTypeMastery"], function(values) {
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if (parseInt(values.showSecondAttackTypeMastery) == 0) {
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setAttrs({
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attackTypeMastery2: 0
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});
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}
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});
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});
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on("change:class1 change:class2 change:class1Other change:class2Other", function() {
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getAttrs(["class1", "class2", "class1Other", "class2Other"], function(values) {
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setAttrs({
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classTravelMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0),
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classDirectionMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0) + (values.class1 == 'Navigator' ? 2 : 0) + (values.class2 == 'Navigator' ? 2 : 0) - (values.class1 == 'Navigator' && values.class2 == 'Navigator' ? 1 : 0),
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classCampMod: (values.class1 == 'Minstrel' ? 1 : 0) + (values.class2 == 'Minstrel' ? 1 : 0),
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classNegotiationMod: (values.class1 == 'Merchant' ? 1 : 0) + (values.class2 == 'Merchant' ? 1 : 0),
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classConditionMod: (values.class1 == 'Farmer' ? 1 : 0) + (values.class2 == 'Farmer' ? 1 : 0),
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classSkillBonus: (values.class1 != null && values.class1 == values.class2 && (values.class1 != 'Other' || values.class1Other == values.class2Other) ? 1 : 0),
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showArtisanSkills: (values.class1 == 'Artisan' || values.class2 == 'Artisan' ? 1 : 0),
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showFarmerSkills: (values.class1 == 'Farmer' || values.class2 == 'Farmer' ? 1 : 0),
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showHealerSkills: (values.class1 == 'Healer' || values.class2 == 'Healer' ? 1 : 0),
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showHunterSkills: (values.class1 == 'Hunter' || values.class2 == 'Hunter' ? 1 : 0),
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showNavigatorSkills: (values.class1 == 'Navigator' || values.class2 == 'Navigator' ? 1 : 0),
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showMerchantSkills: (values.class1 == 'Merchant' || values.class2 == 'Merchant' ? 1 : 0),
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showMinstrelSkills: (values.class1 == 'Minstrel' || values.class2 == 'Minstrel' ? 1 : 0),
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showNobleSkills: (values.class1 == 'Noble' || values.class2 == 'Noble' ? 1 : 0),
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showWeaponGrace: (values.class1 == 'Noble' || values.class2 == 'Noble' ? 1 : 0),
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showSecondWeaponGrace: (values.class1 == 'Noble' && values.class2 == 'Noble' ? 1 : 0),
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animals_max: 1 + (values.class1 == 'Merchant' || values.class1 == 'Farmer' ? 2 : 0) + (values.class2 == 'Merchant' || values.class2 == 'Farmer' ? 2 : 0)
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});
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});
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});
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on("change:showWeaponGrace", function() {
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getAttrs(["showWeaponGrace"], function(values) {
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if (parseInt(values.showWeaponGrace) == 0) {
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setAttrs({
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weaponGrace: 0
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});
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}
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});
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});
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on("change:showSecondWeaponGrace", function() {
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getAttrs(["showSecondWeaponGrace"], function(values) {
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if (parseInt(values.showSecondWeaponGrace) == 0) {
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setAttrs({
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weaponGrace2: 0
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});
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}
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});
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});
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on("change:repeating_containers remove:repeating_containers change:repeating_animals remove:repeating_animals change:currentStr change:level change:type1 change:type2 change:class1 change:class2 change:species", function() {
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getSectionIDs("repeating_containers", function(containerIdArray) {
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getSectionIDs("repeating_animals", function(animalIdArray) {
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var fieldNames = ["currentStr", "level", "type1", "type2", "class1", "class2", "species"]
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for(var i=0; i < containerIdArray.length; i++) {
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fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerCapacity");
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fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerWater");
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}
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for (var i=0; i < animalIdArray.length; i++) {
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fieldNames.push("repeating_animals_" + animalIdArray[i] + "_animalCapacity");
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}
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var containerItemCapacities = 0;
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var containerWaterCapacities = 0;
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getAttrs(fieldNames, function(values) {
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for (var i=0; i < containerIdArray.length; i++) {
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if (values["repeating_containers_" + containerIdArray[i] + "_containerWater"] == 1) {
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containerWaterCapacities += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerCapacity"]);
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} else {
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containerItemCapacities += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerCapacity"]);
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}
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}
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for (var i=0; i < animalIdArray.length; i++) {
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containerItemCapacities += parseInt(values["repeating_animals_" + animalIdArray[i] + "_animalCapacity"]);
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}
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var maximumLoad = parseInt(values.currentStr) + parseInt(values.level) + 2 + (values.type1 == 'Technical' ? 3 : 0) + (values.type2 == 'Technical' ? 3 : 0) + (values.class1 == 'Farmer' ? 3 : 0) + (values.class2 == 'Farmer' ? 3 : 0) + (values.species == 'Koneko Goblin' ? 3 : 0);
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setAttrs({
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capacity_max: maximumLoad + containerItemCapacities,
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weaponCapacity_max: maximumLoad,
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water_max: containerWaterCapacities
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});
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});
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});
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});
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});
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on("change:repeating_containers remove:repeating_containers change:repeating_items remove:repeating_items", function() {
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getSectionIDs("repeating_containers", function(containerIdArray) {
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getSectionIDs("repeating_items", function(itemIdArray) {
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var fieldNames = [];
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for(var i=0; i < containerIdArray.length; i++) {
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fieldNames.push("repeating_containers_" + containerIdArray[i] + "_containerSize");
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}
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for (var i=0; i < itemIdArray.length; i++) {
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fieldNames.push("repeating_items_" + itemIdArray[i] + "_itemSize");
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fieldNames.push("repeating_items_" + itemIdArray[i] + "_itemCount");
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}
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var totalBurden = 0;
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getAttrs(fieldNames, function(values) {
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for (var i=0; i < containerIdArray.length; i++) {
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totalBurden += parseInt(values["repeating_containers_" + containerIdArray[i] + "_containerSize"]);
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}
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for (var i=0; i < itemIdArray.length; i++) {
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totalBurden += parseInt(values["repeating_items_" + itemIdArray[i] + "_itemSize"]) * parseInt(values["repeating_items_" + itemIdArray[i] + "_itemCount"]);
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}
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setAttrs({
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capacity: totalBurden
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});
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});
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});
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});
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});
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on("change:capacity change:capacity_max change:applyOverburdenPenalty", function() {
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getAttrs(["capacity", "capacity_max", "applyOverburdenPenalty"], function(values) {
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setAttrs({
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overburdenPenalty: parseInt(values.applyOverburdenPenalty) * Math.max(0, parseInt(values.capacity) - parseInt(values.capacity_max)),
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overCapacity: parseInt(values.capacity) > parseInt(values.capacity_max) ? 1 : 0
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});
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});
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});
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on("change:overburdenPenalty", function() {
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getAttrs(["overburdenPenalty"], function(values) {
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setAttrs({
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overBurdened: parseInt(values.overburdenPenalty) > 0 ? 1 : 0,
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});
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});
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});
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on("change:repeating_armor:armorPenalty remove:repeating_armor", function() {
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getSectionIDs("repeating_armor", function(armorIdArray) {
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var fieldNames = [];
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for (var i=0; i < armorIdArray.length; i++) {
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fieldNames.push("repeating_armor_" + armorIdArray[i] + "_armorPenalty");
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}
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var totalPenalty = 0;
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getAttrs(fieldNames, function(values) {
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for (var i=0; i < armorIdArray.length; i++) {
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totalPenalty += parseInt(values["repeating_armor_" + armorIdArray[i] + "_armorPenalty"]);
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}
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setAttrs({
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armorPenalty: totalPenalty
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});
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});
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});
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});
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on("change:repeating_animals remove:repeating_animals", function() {
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getSectionIDs("repeating_animals", function(idarray) {
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setAttrs({
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animals: idarray.length
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});
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});
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});
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on("change:animals change:animals_max", function() {
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getAttrs(["animals", "animals_max"], function(values) {
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setAttrs({
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tooManyAnimals: parseInt(values.animals) > parseInt(values.animals_max) ? 1 : 0
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});
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});
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});
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on("change:water", function() {
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getAttrs(["water"], function(values) {
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setAttrs({
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outOfWater: parseInt(values.water) == 0 ? 1 : 0
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});
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});
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});
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on("change:repeating_weapons:weaponClassification", function() {
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getAttrs(["repeating_weapons_weaponClassification", "initialMastery", "attackTypeMastery", "attackTypeMastery2", "weaponGrace", "weaponGrace2"], function(values) {
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var masteries = [values.initialMastery, values.attackTypeMastery, values.attackTypeMastery2];
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setAttrs({
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repeating_weapons_weaponGraceMod: ((values.repeating_weapons_weaponClassification == values.weaponGrace && masteries.indexOf(values.weaponGrace) > -1) ? 1 : 0) + ((values.repeating_weapons_weaponClassification == values.weaponGrace2 && masteries.indexOf(values.weaponGrace2) > -1) ? 1 : 0)
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});
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});
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});
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on("change:initialMastery change:attackTypeMastery change:attackTypeMastery2 change:weaponGrace change:weaponGrace2", function() {
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getSectionIDs("repeating_weapons", function(weaponIdArray) {
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var fieldNames = ["initialMastery", "attackTypeMastery", "attackTypeMastery2", "weaponGrace", "weaponGrace2"];
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for (var i=0; i < weaponIdArray.length; i++) {
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fieldNames.push("repeating_weapons_" + weaponIdArray[i] + "_weaponClassification");
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}
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getAttrs(fieldNames, function(values) {
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var masteries = [values.initialMastery, values.attackTypeMastery, values.attackTypeMastery2];
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var attrsToSet = {};
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for (var i=0; i < weaponIdArray.length; i++) {
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var weaponClassification = values["repeating_weapons_" + weaponIdArray[i] + "_weaponClassification"];
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var weaponGraceMod1 = weaponClassification == values.weaponGrace && masteries.indexOf(values.weaponGrace) > -1 ? 1 : 0;
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var weaponGraceMod2 = weaponClassification == values.weaponGrace2 && masteries.indexOf(values.weaponGrace2) > -1 ? 1 : 0;
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var weaponGraceModId = "repeating_weapons_" + weaponIdArray[i] + "_weaponGraceMod";
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attrsToSet[weaponGraceModId] = weaponGraceMod1 + weaponGraceMod2;
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}
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setAttrs(attrsToSet);
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});
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});
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});
|
|
on("change:fumble", function() {
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getAttrs(["fumble", "concentrationFumble"], function(values) {
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setAttrs({
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showFumbleConcentration: parseInt(values.fumble) > 0 ? 1 : 0,
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concentrationFumble: parseInt(values.fumble) > 0 ? parseInt(values.concentrationFumble) : 0
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});
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});
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});
|
|
on("change:concentrationMP change:concentrationFumble change:type1 change:type2", function() {
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getAttrs(["concentrationMP", "concentrationFumble", "type1", "type2"], function(values) {
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var applyConcentration = parseInt(values.concentrationMP) + parseInt(values.concentrationFumble) > 0 ? true : false;
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setAttrs({
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concentrationBonus: applyConcentration ? parseInt(values.concentrationMP) + parseInt(values.concentrationFumble) + (values.type1 == 'Technical' ? 1 : 0) + (values.type2 == 'Technical' ? 1 : 0) : 0
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});
|
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});
|
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});
|
|
on("change:repeating_weapons:weaponSize change:repeating_armor:armorSize remove:repeating_weapons remove:repeating_armor", function() {
|
|
var fieldNames = [];
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getSectionIDs("repeating_weapons", function(weaponIdArray) {
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for (var i=0; i < weaponIdArray.length; i++) {
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console.log("pushing " + "repeating_weapons_" + weaponIdArray[i] + "_weaponSize")
|
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fieldNames.push("repeating_weapons_" + weaponIdArray[i] + "_weaponSize");
|
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}
|
|
getSectionIDs("repeating_armor", function(armorIdArray) {
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|
for (var i=0; i < armorIdArray.length; i++) {
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console.log("pushing " + "repeating_armor_" + armorIdArray[i] + "_armorSize")
|
|
fieldNames.push("repeating_armor_" + armorIdArray[i] + "_armorSize");
|
|
}
|
|
var totalBurden = 0;
|
|
console.log("burden starts at 0")
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|
getAttrs(fieldNames, function(values) {
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|
for (var key in values) {
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totalBurden += parseInt(values[key])
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console.log("burden is now" + totalBurden + " because " + parseInt(values[key]) + " was added to it")
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}
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setAttrs({
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weaponCapacity: totalBurden
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});
|
|
});
|
|
});
|
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});
|
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});
|
|
on("change:weaponCapacity change:weaponCapacity_max", function() {
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|
getAttrs(["weaponCapacity", "weaponCapacity_max"], function(values) {
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|
setAttrs({
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|
overEncumbered: parseInt(values.weaponCapacity) > parseInt(values.weaponCapacity_max) ? 1 : 0
|
|
});
|
|
});
|
|
});
|
|
on("change:species change:currentSeason", function() {
|
|
getAttrs(["species", "currentSeason"], function(values) {
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|
setAttrs({
|
|
speciesConditionMod: (values.species == 'Koneko Goblin' && values.currentSeason == 'Spring' ? 1 : 0),
|
|
speciesInitiativeMod: (values.species == 'Koneko Goblin' && values.currentSeason == 'Spring' ? 1 : 0)
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});
|
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});
|
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});
|
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</script>
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<div class='characterSheet'>
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<!-- Hidden Fields -->
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<div class='hidden'>
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<input type='number' name='attr_typeInitiativeMod' value='0'/>
|
|
<input type='number' name='attr_typeDamageMod' value='0'/>
|
|
<input type='number' name='attr_classTravelMod' value='0'/>
|
|
<input type='number' name='attr_classDirectionMod' value='0'/>
|
|
<input type='number' name='attr_classCampMod' value='0'/>
|
|
<input type='number' name='attr_classConditionMod' value='0'/>
|
|
<input type='number' name='attr_classNegotiationMod' value='0'/>
|
|
<input type='number' name='attr_classSkillBonus' value='0'/>
|
|
<input type='number' name='attr_armorPenalty' value='0'/>
|
|
<input type='number' name='attr_concentrationBonus' value='0'/>
|
|
<input type='number' name='attr_speciesConditionMod' value='0'/>
|
|
<input type='number' name='attr_speciesInitiativeMod' value='0'/>
|
|
</div>
|
|
<!-- End Hidden Fields -->
|
|
|
|
<!-- Roll Templates -->
|
|
<rolltemplate class="sheet-rolltemplate-skillCheck">
|
|
<div class="sheet-rolltemplate-skillCheck">
|
|
<div class='rollTitle'>{{name}} check result:</div>
|
|
<div class='rollResult'>{{die1}} + {{die2}} + {{bonusesAndPenalties}}
|
|
{{#rollWasFumble() die1}}
|
|
{{#rollWasFumble() die2}}
|
|
<div class='fumble'>FUMBLE!!!</div>
|
|
{{/rollWasFumble() die2}}
|
|
{{/rollWasFumble() die1}}
|
|
{{#rollWasCrit() die1}}
|
|
{{#rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL SUCCESS!!!</div>
|
|
{{/rollWasCrit() die2}}
|
|
{{/rollWasCrit() die1}}
|
|
{{#rollTotal() die1 6}}
|
|
{{#rollTotal() die2 6}}
|
|
{{#^rollWasCrit() die1}}
|
|
{{#^rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL SUCCESS!!!</div>
|
|
{{/^rollWasCrit() die2}}
|
|
{{/^rollWasCrit() die1}}
|
|
{{#rollWasCrit() die1}}
|
|
{{#^rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL SUCCESS!!!</div>
|
|
{{/^rollWasCrit() die2}}
|
|
{{/rollWasCrit() die1}}
|
|
{{#^rollWasCrit() die1}}
|
|
{{#rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL SUCCESS!!!</div>
|
|
{{/rollWasCrit() die2}}
|
|
{{/^rollWasCrit() die1}}
|
|
{{/rollTotal() die2 6}}
|
|
{{/rollTotal() die1 6}}
|
|
</div>
|
|
</div>
|
|
</rolltemplate>
|
|
|
|
<rolltemplate class="sheet-rolltemplate-accuracyCheck">
|
|
<div class="sheet-rolltemplate-accuracyCheck">
|
|
<div class='rollTitle'>{{name}} accuracy check result:</div>
|
|
<div class='rollResult'>{{die1}} + {{die2}} + {{bonusesAndPenalties}}
|
|
{{#rollWasFumble() die1}}
|
|
{{#rollWasFumble() die2}}
|
|
<div class='fumble'>FUMBLE!!!</div>
|
|
{{/rollWasFumble() die2}}
|
|
{{/rollWasFumble() die1}}
|
|
{{#rollWasCrit() die1}}
|
|
{{#rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL HIT!!!</div>
|
|
{{/rollWasCrit() die2}}
|
|
{{/rollWasCrit() die1}}
|
|
{{#rollTotal() die1 6}}
|
|
{{#rollTotal() die2 6}}
|
|
{{#^rollWasCrit() die1}}
|
|
{{#^rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL HIT!!!</div>
|
|
{{/^rollWasCrit() die2}}
|
|
{{/^rollWasCrit() die1}}
|
|
{{#rollWasCrit() die1}}
|
|
{{#^rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL HIT!!!</div>
|
|
{{/^rollWasCrit() die2}}
|
|
{{/rollWasCrit() die1}}
|
|
{{#^rollWasCrit() die1}}
|
|
{{#rollWasCrit() die2}}
|
|
<div class='critical'>CRITICAL HIT!!!</div>
|
|
{{/rollWasCrit() die2}}
|
|
{{/^rollWasCrit() die1}}
|
|
{{/rollTotal() die2 6}}
|
|
{{/rollTotal() die1 6}}
|
|
</div>
|
|
</div>
|
|
</rolltemplate>
|
|
|
|
<rolltemplate class="sheet-rolltemplate-oneDieCheck">
|
|
<div class="sheet-rolltemplate-oneDieCheck rollTitle">
|
|
{{name}} check result: {{result}}
|
|
</div>
|
|
</rolltemplate>
|
|
<!-- End Roll Templates -->
|
|
|
|
<!-- High Level Tabs -->
|
|
<input type="radio" class="sheet-tab sheet-tab1" name="attr_core-tab" value="1" title="Details" checked="checked"/>
|
|
<span class="sheet-tab sheet-tab1">Info</span>
|
|
<input type="radio" class="sheet-tab sheet-tab2" name="attr_core-tab" value="2" title="Class"/>
|
|
<span class="sheet-tab sheet-tab2">Class</span>
|
|
<input type="radio" class="sheet-tab sheet-tab3" name="attr_core-tab" value="3" title="Stats"/>
|
|
<span class="sheet-tab sheet-tab3">Stats</span>
|
|
<input type="radio" class="sheet-tab sheet-tab4" name="attr_core-tab" value="4" title="Checks"/>
|
|
<span class="sheet-tab sheet-tab4">Checks</span>
|
|
<input type="radio" class="sheet-tab sheet-tab5" name="attr_core-tab" value="5" title="Equipment"/>
|
|
<span class="sheet-tab sheet-tab5">Inventory</span>
|
|
<!-- End High Level Tabs -->
|
|
|
|
<span class='characterDetails'>
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel infoLabel'>Species</label>
|
|
<select name='attr_species'>
|
|
<option value='Human'>Human</option>
|
|
<option value='Koneko Goblin'>Koneko Goblin</option>
|
|
</select>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel infoLabel'>Age</label>
|
|
<input type='number' name='attr_charAge' min='1'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel infoLabel'>Gender</label>
|
|
<input type='text' name='attr_charGender'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel infoLabel'>Personal Item</label>
|
|
<input type='text' name='attr_personalItem'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel infoLabel'>Party Role</label>
|
|
<select name="attr_role">
|
|
<option value=''></option>
|
|
<option value='Journal Keeper'>Journal Keeper</option>
|
|
<option value='Leader'>Leader</option>
|
|
<option value='Mapper'>Mapper</option>
|
|
<option value='Quartermaster'>Quartermaster</option>
|
|
</select>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-row'>
|
|
<label class='headerLabel infoLabel'>Image Color/Appearance</label>
|
|
<textarea name='attr_charAppearance'></textarea>
|
|
</div>
|
|
|
|
<div class='sheet-row'>
|
|
<label class='headerLabel infoLabel'>Hometown/Reason for Travel</label>
|
|
<textarea name='attr_charHometown'></textarea>
|
|
</div>
|
|
|
|
<div class='sheet-row'>
|
|
<label class='headerLabel infoLabel'>Notes</label>
|
|
<textarea name='attr_charNotes'></textarea>
|
|
</div>
|
|
</span>
|
|
|
|
<span class='characterClass'>
|
|
<label class='headerLabel loweredHeaderLabel'>Class</label>
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
Class 1:
|
|
<select name="attr_class1" class='charoptions'>
|
|
<option value=''></option>
|
|
<option value='Artisan'>Artisan</option>
|
|
<option value='Farmer'>Farmer</option>
|
|
<option value='Healer'>Healer</option>
|
|
<option value='Hunter'>Hunter</option>
|
|
<option value='Merchant'>Merchant</option>
|
|
<option value='Minstrel'>Minstrel</option>
|
|
<option value='Navigator'>Navigator</option>
|
|
<option value='Noble'>Noble</option>
|
|
<option value='Other'>Other</option>
|
|
</select>
|
|
<input type='text' name='attr_class1Other' placeholder='If other, type class name here'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Class 2:
|
|
<select name="attr_class2" class='charoptions'>
|
|
<option value=''></option>
|
|
<option value='Artisan'>Artisan</option>
|
|
<option value='Farmer'>Farmer</option>
|
|
<option value='Healer'>Healer</option>
|
|
<option value='Hunter'>Hunter</option>
|
|
<option value='Merchant'>Merchant</option>
|
|
<option value='Minstrel'>Minstrel</option>
|
|
<option value='Navigator'>Navigator</option>
|
|
<option value='Noble'>Noble</option>
|
|
<option value='Other'>Other</option>
|
|
</select>
|
|
<input type='text' name='attr_class2Other' placeholder='If other, type class name here'/>
|
|
</div>
|
|
</div>
|
|
|
|
<label class='headerLabel checkLabel'>Type</label>
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
Type 1:
|
|
<select name="attr_type1" class='charoptions'>
|
|
<option value=''></option>
|
|
<option value='Attack'>Attack</option>
|
|
<option value='Magic'>Magic</option>
|
|
<option value='Technical'>Technical</option>
|
|
</select>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Season 1:
|
|
<select name="attr_season1" class='charoptions'>
|
|
<option value=''></option>
|
|
<option value='Spring'>Spring</option>
|
|
<option value='Summer'>Summer</option>
|
|
<option value='Autumn'>Autumn</option>
|
|
<option value='Winter'>Winter</option>
|
|
</select>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
Type 2:
|
|
<select name="attr_type2" class='charoptions'>
|
|
<option value=''></option>
|
|
<option value='Attack'>Attack</option>
|
|
<option value='Magic'>Magic</option>
|
|
<option value='Technical'>Technical</option>
|
|
</select>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Season 2:
|
|
<select name="attr_season2" class='charoptions'>
|
|
<option value=''></option>
|
|
<option value='Spring'>Spring</option>
|
|
<option value='Summer'>Summer</option>
|
|
<option value='Autumn'>Autumn</option>
|
|
<option value='Winter'>Winter</option>
|
|
</select>
|
|
</div>
|
|
</div>
|
|
|
|
<label class='headerLabel checkLabel'>Mastered Weapons</label>
|
|
<div class='sheet-row'>
|
|
<div>Select initial weapon mastery:</div>
|
|
<div class='sheet-col'>
|
|
<input type="radio" class="radioChoice radioChoice2" name="attr_initialMastery" value="2" title="Blade"/>
|
|
<span class="radioChoice radioChoice2">Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice3" name="attr_initialMastery" value="3" title="Polearm"/>
|
|
<span class="radioChoice radioChoice3">Polearm</span>
|
|
<input type="radio" class="radioChoice radioChoice5" name="attr_initialMastery" value="5" title="Bow"/>
|
|
<span class="radioChoice radioChoice5">Bow</span>
|
|
<input type="radio" class="radioChoice radioChoice1" name="attr_initialMastery" value="1" title="Light Blade"/>
|
|
<span class="radioChoice radioChoice1">Light Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice4" name="attr_initialMastery" value="4" title="Axe"/>
|
|
<span class="radioChoice radioChoice4">Axe</span>
|
|
<input type="radio" class="radioChoice radioChoice6" name="attr_initialMastery" value="6" title="Unarmed"/>
|
|
<span class="radioChoice radioChoice6">Unarmed</span>
|
|
</div>
|
|
</div>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showAttackTypeMastery' value='1'>
|
|
<div class='sheet-row'>
|
|
<div>Select bonus weapon mastery gained from the attack type:</div>
|
|
<div class='sheet-col'>
|
|
<input type="radio" class="radioChoice radioChoice2" name="attr_attackTypeMastery" value="2" title="Blade"/>
|
|
<span class="radioChoice radioChoice2">Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice3" name="attr_attackTypeMastery" value="3" title="Polearm"/>
|
|
<span class="radioChoice radioChoice3">Polearm</span>
|
|
<input type="radio" class="radioChoice radioChoice5" name="attr_attackTypeMastery" value="5" title="Bow"/>
|
|
<span class="radioChoice radioChoice5">Bow</span>
|
|
<input type="radio" class="radioChoice radioChoice1" name="attr_attackTypeMastery" value="1" title="Light Blade"/>
|
|
<span class="radioChoice radioChoice1">Light Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice4" name="attr_attackTypeMastery" value="4" title="Axe"/>
|
|
<span class="radioChoice radioChoice4">Axe</span>
|
|
<input type="radio" class="radioChoice radioChoice6" name="attr_attackTypeMastery" value="6" title="Unarmed"/>
|
|
<span class="radioChoice radioChoice6">Unarmed</span>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showSecondAttackTypeMastery' value='1'>
|
|
<div class='sheet-row'>
|
|
<div>Select additional bonus weapon mastery gained from having the attack type twice:</div>
|
|
<div class='sheet-col'>
|
|
<input type="radio" class="radioChoice radioChoice2" name="attr_attackTypeMastery2" value="2" title="Blade"/>
|
|
<span class="radioChoice radioChoice2">Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice3" name="attr_attackTypeMastery2" value="3" title="Polearm"/>
|
|
<span class="radioChoice radioChoice3">Polearm</span>
|
|
<input type="radio" class="radioChoice radioChoice5" name="attr_attackTypeMastery2" value="5" title="Bow"/>
|
|
<span class="radioChoice radioChoice5">Bow</span>
|
|
<input type="radio" class="radioChoice radioChoice1" name="attr_attackTypeMastery2" value="1" title="Light Blade"/>
|
|
<span class="radioChoice radioChoice1">Light Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice4" name="attr_attackTypeMastery2" value="4" title="Axe"/>
|
|
<span class="radioChoice radioChoice4">Axe</span>
|
|
<input type="radio" class="radioChoice radioChoice6" name="attr_attackTypeMastery2" value="6" title="Unarmed"/>
|
|
<span class="radioChoice radioChoice6">Unarmed</span>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showWeaponGrace' value='1'>
|
|
<div class='sheet-row'>
|
|
<div>Select bonus weapon mastery gained from the noble class (can be the same as a previously selected weapon mastery):</div>
|
|
<div class='sheet-col'>
|
|
<input type="radio" class="radioChoice radioChoice1" name="attr_weaponGrace" value="2" title="Blade"/>
|
|
<span class="radioChoice radioChoice1">Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice2" name="attr_weaponGrace" value="3" title="Polearm"/>
|
|
<span class="radioChoice radioChoice2">Polearm</span>
|
|
<input type="radio" class="radioChoice radioChoice3" name="attr_weaponGrace" value="5" title="Bow"/>
|
|
<span class="radioChoice radioChoice3">Bow</span>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showSecondWeaponGrace' value='1'>
|
|
<div class='sheet-row'>
|
|
<div>Select additional bonus weapon mastery gained from having the noble class twice:</div>
|
|
<div class='sheet-col'>
|
|
<input type="radio" class="radioChoice radioChoice1" name="attr_weaponGrace2" value="2" title="Blade"/>
|
|
<span class="radioChoice radioChoice1">Blade</span>
|
|
<input type="radio" class="radioChoice radioChoice2" name="attr_weaponGrace2" value="3" title="Polearm"/>
|
|
<span class="radioChoice radioChoice2">Polearm</span>
|
|
<input type="radio" class="radioChoice radioChoice3" name="attr_weaponGrace2" value="5" title="Bow"/>
|
|
<span class="radioChoice radioChoice3">Bow</span>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<label class='headerLabel checkLabel'>Spells/Music/Other Abilities</label>
|
|
<fieldset class='repeating_spells'>
|
|
<div class='sheet-row spellRow'>
|
|
<div class='sheet-col'>
|
|
Name:
|
|
<input type='text' name='attr_spellName' class='spellName'/>
|
|
Effect:
|
|
<input type='text' name='attr_spellEffect' class='spellEffect'/>
|
|
Type:
|
|
<select name='attr_spellType' class='spellTypes'>
|
|
<option value=''></option>
|
|
<option value='Incantation'>Incantation</option>
|
|
<option value='Music'>Music</option>
|
|
<option value='Spring'>Seasonal (Spring)</option>
|
|
<option value='Summer'>Seasonal (Summer)</option>
|
|
<option value='Autumn'>Seasonal (Autumn)</option>
|
|
<option value='Winter'>Seasonal (Winter)</option>
|
|
<option value='Other'>Other</option>
|
|
</select>
|
|
Cost:
|
|
<input type='number' name='attr_spellCost' value='0' min='0'/>
|
|
</div>
|
|
</div>
|
|
<div class='sheet-row spellRow'>
|
|
<div class='sheet-col spellDetails'>
|
|
Range:
|
|
<input type='text' name='attr_spellRange' class='spellRange'/>
|
|
Target:
|
|
<input type='text' name='attr_spellTarget' class='spellTarget'/>
|
|
Duration:
|
|
<input type='text' name='attr_spellDuration' class='spellDuration'/>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
</span>
|
|
|
|
<span class='characterStats'>
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Level</label>
|
|
<input type='number' name='attr_level' value='1' min='1'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Experience</label>
|
|
<input type='number' name='attr_exp' value='0' min='0' style='width:70px'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Fumble Points</label>
|
|
<input type='number' name='attr_fumble' value='0' min='0'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel attrLabel'>Strength</label>
|
|
Base:
|
|
<select name="attr_str" class="dtype">
|
|
<option value="4">d4</option>
|
|
<option value="6">d6</option>
|
|
<option value="8">d8</option>
|
|
<option value="10">d10</option>
|
|
<option value="12">d12</option>
|
|
</select>
|
|
Current:
|
|
<input type='number' name='attr_currentStr' value='4' min='4' step='2' max='12'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel attrLabel'>Dexterity</label>
|
|
Base:
|
|
<select name="attr_dex" class="dtype">
|
|
<option value="4">d4</option>
|
|
<option value="6">d6</option>
|
|
<option value="8">d8</option>
|
|
<option value="10">d10</option>
|
|
<option value="12">d12</option>
|
|
</select>
|
|
Current:
|
|
<input type='number' name='attr_currentDex' value='4' min='4' step='2' max='12'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel attrLabel'>Intelligence</label>
|
|
Base:
|
|
<select name="attr_int" class="dtype">
|
|
<option value="4">d4</option>
|
|
<option value="6">d6</option>
|
|
<option value="8">d8</option>
|
|
<option value="10">d10</option>
|
|
<option value="12">d12</option>
|
|
</select>
|
|
Current:
|
|
<input type='number' name='attr_currentInt' value='4' min='4' step='2' max='12'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel attrLabel'>Spirit</label>
|
|
Base:
|
|
<select name="attr_spi" class="dtype">
|
|
<option value="4">d4</option>
|
|
<option value="6">d6</option>
|
|
<option value="8">d8</option>
|
|
<option value="10">d10</option>
|
|
<option value="12">d12</option>
|
|
</select>
|
|
Current:
|
|
<input type='number' name='attr_currentSpi' value='4' min='4' step='2' max='12'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Health Points</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_hpUnconscious' value='1'/>
|
|
<input type='checkbox' class='deathCondition' name='attr_hpDeath' value='1'/>
|
|
<input type='number' name='attr_healthPoints' value='8'/> / <input type='number' name='attr_healthPoints_max' value='8' min='1'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Magic Points</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_mpUnconscious' value='1'/>
|
|
<input type='number' name='attr_magicPoints' value='8' min='0'/> / <input type='number' name='attr_magicPoints_max' value='8' min='1'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Condition</label>
|
|
<span class='conditionCheck'>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_outOfShape' value='1'/>
|
|
<input type='checkbox' class='deathCondition' name='attr_conditionDeath' value='1'/>
|
|
<input type='checkbox' class='bonusCondition' name='attr_tipTopShape' value='1'/>
|
|
<input type='number' name='attr_condition' value='5'/> If >= 10, add bonus to
|
|
<select name="attr_bonus" class='attributeType'>
|
|
<option value=''></option>
|
|
<option value='STR'>STR</option>
|
|
<option value='DEX'>DEX</option>
|
|
<option value='INT'>INT</option>
|
|
<option value='SPI'>SPI</option>
|
|
</select>
|
|
</span>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Injury</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_injured' value='2'/>
|
|
<input type='number' name='attr_injury' value='0' min='0'/> lowers DEX die size
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Poison</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_poisoned' value='2'/>
|
|
<input type='number' name='attr_poison' value='0' min='0'/> lowers STR die size
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Sickness</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_sick' value='2'/>
|
|
<input type='number' name='attr_sickness' value='0' min='0'/> lowers all dice sizes
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Exhaustion</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_exhausted' value='2'/>
|
|
<input type='number' name='attr_exhaustion' value='0' min='0'/> lowers SPI die size
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Muddled</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_muddled' value='2'/>
|
|
<input type='number' name='attr_muddle' value='0' min='0'/> lowers INT die size
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel healthLabel'>Shock</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_shocked' value='2'/>
|
|
<input type='number' name='attr_shock' value='0' min='0'/> lowers all dice sizes
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-row'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel checkLabel'>Terrain Modifiers</label>
|
|
<table>
|
|
<tr>
|
|
<th>Level 1=>6</th>
|
|
<th>Level 2=>8</th>
|
|
<th>Level 3=>10</th>
|
|
<th>Level 4=>12</th>
|
|
<th>Level 5=>14</th>
|
|
</tr>
|
|
<tr>
|
|
<td><input type='number' name='attr_grasslandMod' value='0'/> Grassland</td>
|
|
<td><input type='number' name='attr_woodsMod' value='0'/> Woods</td>
|
|
<td><input type='number' name='attr_deepForestMod' value='0'/> Deep Forest</td>
|
|
<td><input type='number' name='attr_desertMod' value='0'/> Desert</td>
|
|
<td><input type='number' name='attr_alpineMod' value='0'/> Alpine</td>
|
|
</tr>
|
|
<tr>
|
|
<td><input type='number' name='attr_wastelandMod' value='0'/> Wasteland</td>
|
|
<td><input type='number' name='attr_highlandsMod' value='0'/> Highlands</td>
|
|
<td><input type='number' name='attr_swampMod' value='0'/> Swamp</td>
|
|
<td><input type='number' name='attr_jungleMod' value='0'/> Jungle</td>
|
|
<td></td>
|
|
</tr>
|
|
<tr>
|
|
<td></td>
|
|
<td><input type='number' name='attr_rockyTerrainMod' value='0'/> Rocky Terrain</td>
|
|
<td><input type='number' name='attr_mountainMod' value='0'/> Mountain</td>
|
|
<td></td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-row'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel checkLabel'>Weather Modifiers</label>
|
|
<table cellpadding=3>
|
|
<tr>
|
|
<th>Weather +1</th>
|
|
<th>Weather +3</th>
|
|
<th>Weather +5</th>
|
|
</tr>
|
|
<tr>
|
|
<td><input type='number' name='attr_rainMod' value='0'/> Rain</td>
|
|
<td><input type='number' name='attr_hardRainMod' value='0'/> Hard Rain</td>
|
|
<td><input type='number' name='attr_hurricaneMod' value='0'/> Hurricane</td>
|
|
</tr>
|
|
<tr>
|
|
<td><input type='number' name='attr_strongWindMod' value='0'/> Strong Wind</td>
|
|
<td><input type='number' name='attr_snowMod' value='0'/> Snow</td>
|
|
<td><input type='number' name='attr_blizzardMod' value='0'/> Blizzard</td>
|
|
</tr>
|
|
<tr>
|
|
<td><input type='number' name='attr_fogMod' value='0'/> Fog</td>
|
|
<td><input type='number' name='attr_deepFogMod' value='0'/> Deep Fog</td>
|
|
<td></td>
|
|
</tr>
|
|
<tr>
|
|
<td><input type='number' name='attr_hotMod' value='0'/> Hot</td>
|
|
<td><input type='number' name='attr_darkMod' value='0'/> Dark</td>
|
|
<td></td>
|
|
</tr>
|
|
<tr>
|
|
<td><input type='number' name='attr_coldMod' value='0'/> Cold</td>
|
|
<td></td>
|
|
<td></td>
|
|
</tr>
|
|
</table>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span class='characterChecks'>
|
|
<label class='headerLabel loweredHeaderLabel'>Optional Modifiers</label>
|
|
<div class='sheet-row'>
|
|
<div class='sheet-col'>
|
|
Current Season:
|
|
<select name='attr_currentSeason' class='terrain'>
|
|
<option value=''></option>
|
|
<option value='Spring'>Spring</option>
|
|
<option value='Summer'>Summer</option>
|
|
<option value='Autumn'>Autumn</option>
|
|
<option value='Winter'>Winter</option>
|
|
</select>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
Current Terrain:
|
|
<select name="attr_terrain" class='terrain'>
|
|
<option value='0'></option>
|
|
<option value="@{grasslandMod}">Grassland</option>
|
|
<option value="@{wastelandMod}">Wasteland</option>
|
|
<option value="@{woodsMod}">Woods</option>
|
|
<option value="@{highlandsMod}">Highlands</option>
|
|
<option value="@{rockyTerrainMod}">Rocky Terrain</option>
|
|
<option value="@{deepForestMod}">Deep Forest</option>
|
|
<option value="@{swampMod}">Swamp</option>
|
|
<option value="@{mountainMod}">Mountain</option>
|
|
<option value="@{desertMod}">Desert</option>
|
|
<option value="@{jungleMod}">Jungle</option>
|
|
<option value="@{alpineMod}">Alpine</option>
|
|
</select>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Current Weather:
|
|
<select name="attr_weather" class='terrain'>
|
|
<option value='0'></option>
|
|
<option value="@{rainMod}">Rain</option>
|
|
<option value="@{strongWindMod}">Strong Wind</option>
|
|
<option value="@{fogMod}">Fog</option>
|
|
<option value="@{deepFogMod}">Hot</option>
|
|
<option value="@{coldMod}">Cold</option>
|
|
<option value="@{hardRainMod}">Hard Rain</option>
|
|
<option value="@{snowMod}">Snow</option>
|
|
<option value="@{deepFogMod}">Deep Fog</option>
|
|
<option value="@{darkMod}">Dark</option>
|
|
<option value="@{hurricaneMod}">Hurricane</option>
|
|
<option value="@{blizzardMod}">Blizzard</option>
|
|
</select>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='overburdenPenalty'>Overburden Penalties:</span>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_overburdened' value='1'/>
|
|
<input type='number' name='attr_overburdenPenalty' class='overburdenPenalty' value='0'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-3colrow bonusPenaltyPreferences'>
|
|
<div class='sheet-col'>
|
|
<label class='checkboxLabel'><input type='checkbox' name='attr_applyTerrain' value='@{terrain}'> Apply terrain bonuses/penalties</label>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='checkboxLabel'><input type='checkbox' name='attr_applyWeather' value='@{weather}'> Apply weather bonuses/penalties</label>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='checkboxLabel'><input type='checkbox' name='attr_applyOverburdenPenalty' value='1' checked='true'> Apply overburden penalties</label>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-row'>
|
|
<div class='sheet-col'>
|
|
Apply Concentration to next roll?
|
|
<label class='checkboxLabel concentration'><input type='checkbox' name='attr_concentrationMP' value='1'> Use MP</label>
|
|
<input type='checkbox' class='showFumble' name='attr_showFumbleConcentration' value='1'>
|
|
<label class='checkboxLabel concentration'><input type='checkbox' name='attr_concentrationFumble' value='1'> Use Fumble Point</label>
|
|
*Can't apply concentration to initiative, condition, or damage checks
|
|
</div>
|
|
</div>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showFarmerSkills' value='1'>
|
|
<div class='sheet-3colrow'>
|
|
<label class='headerLabel itemLabel'>Side Job</label>
|
|
<div class='sheet-col'>
|
|
Name:
|
|
<input type='text' name='attr_farmerSkillName'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Effect:
|
|
<input type='text' name='attr_farmerSkillEffect' class='spellEffect'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-row'>
|
|
<div class='sheet-col skillCheck classSkillRoll'>
|
|
Roll:
|
|
<!--<button type='roll' value='/em rolls a(n) @{farmerSkillName} check with result [[1d@{farmerSkillDie1}+1d@{farmerSkillDie2}+@{farmerSkillMod}-1+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_farmerSkillRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=@{farmerSkillName}}} {{die1=[[1d@{farmerSkillDie1}]]}} {{die2=[[1d@{farmerSkillDie2}]]}} {{bonusesAndPenalties=[[@{farmerSkillMod}-1+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_farmerSkillRoll'></button>
|
|
<select name="attr_farmerSkillDie1" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<select name="attr_farmerSkillDie2" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<input type='number' name='attr_farmerSkillMod' value='0'/> <span class='sideJobPenalty'>(automatic -1 is applied)</span>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showArtisanSkills' value='1'>
|
|
<div class='sheet-2colrow'>
|
|
<label class='headerLabel checkLabel'>Artisan Checks</label>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Trapping [DEX+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Trapping check with result [[1d@{currentDex}+1d@{currentInt}+@{artisanTrappingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_artisanTrappingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Trapping}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{artisanTrappingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_artisanTrappingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_artisanTrappingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Crafting [STR+DEX]</span>
|
|
<!--<button type='roll' value='/em rolls a Crafting check with result [[1d@{currentStr}+1d@{currentDex}+@{craftingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_craftingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Crafting}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{craftingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_craftingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_craftingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Repair [STR+DEX]</span>
|
|
<!--<button type='roll' value='/em rolls a Repair check with result [[1d@{currentStr}+1d@{currentDex}+@{repairMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_repairRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Repair}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{repairMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_repairRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_repairMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showHealerSkills' value='1'>
|
|
<div class='sheet-2colrow'>
|
|
<label class='headerLabel checkLabel'>Healer Checks</label>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Healing [INT+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Healing check with result [[1d@{currentInt}+1d@{currentSpi}+@{healingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_healingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Healing}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{healingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_healingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_healingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Herb Gathering [STR+INT]</span>
|
|
<!--<button type='roll' value='/em rolls an Herb Gathering check with result [[1d@{currentStr}+1d@{currentInt}+@{herbGatheringMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_musicRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Herb Gathering}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{herbGatheringMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_musicRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_herbGatheringMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>First Aid [INT+SPI] (out of combat)</span>
|
|
<!--<button type='roll' value='/em rolls a First Aid check with result [[1d@{currentInt}+1d@{currentSpi}+@{firstAidOocMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_firstAidOocRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=First Aid}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{firstAidOocMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_firstAidOocRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_firstAidOocMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>First Aid [INT] (in combat)</span>
|
|
<!--<button type='roll' value='/em rolls a First Aid check with result [[1d@{currentInt}+@{firstAidIcMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_firstAidIcRoll'></button>-->
|
|
<button type='roll' value='&{template:oneDieCheck} {{name=First Aid}} {{result=[[1d@{currentInt}+@{firstAidIcMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_firstAidIcRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_firstAidIcMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showHunterSkills' value='1'>
|
|
<div class='sheet-2colrow'>
|
|
<label class='headerLabel checkLabel'>Hunter Checks</label>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Animal Tracking [STR+INT]</span>
|
|
<!--<button type='roll' value='/em rolls an Animal Tracking check with result [[1d@{currentStr}+1d@{currentInt}+@{animalTrackingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_animalTrackingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Animal Tracking}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{animalTrackingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_animalTrackingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_animalTrackingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Trapping [DEX+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Trapping check with result [[1d@{currentDex}+1d@{currentInt}+@{hunterTrappingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_hunterTrappingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Trapping}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{hunterTrappingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_hunterTrappingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_hunterTrappingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Hunting [DEX+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Hunting check with result [[1d@{currentDex}+1d@{currentInt}+@{huntingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_huntingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Hunting}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{huntingMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_huntingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_huntingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showMerchantSkills' value='1'>
|
|
<div class='sheet-2colrow'>
|
|
<label class='headerLabel checkLabel'>Merchant Checks</label>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Trader [INT+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Trader check with result [[1d@{currentInt}+1d@{currentSpi}+@{traderMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_traderRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Trader}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{traderMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_traderRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_traderMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showMinstrelSkills' value='1'>
|
|
<div class='sheet-2colrow'>
|
|
<label class='headerLabel checkLabel'>Minstrel Checks</label>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Knowledge of Tradition [INT+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Knowledge of Tradition check with result [[2d@{currentInt}+@{knowledgeOfTraditionMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_knowledgeOfTraditionRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Knowledge of Tradition}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{knowledgeOfTraditionMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_knowledgeOfTraditionRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_knowledgeOfTraditionMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Music [DEX+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Music check with result [[1d@{currentDex}+1d@{currentSpi}+@{musicMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_musicRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Music}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{musicMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_musicRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_musicMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showNavigatorSkills' value='1'>
|
|
<div class='sheet-2colrow'>
|
|
<label class='headerLabel checkLabel'>Navigator Checks</label>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Navigation [STR+DEX]</span>
|
|
<!--<button type='roll' value='/em rolls a Navigation check with result [[1d@{currentStr}+1d@{currentDex}+@{navigationMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_navigationRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Navigation}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{navigationMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_navigationRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_navigationMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Repair [STR+DEX]</span>
|
|
<!--<button type='roll' value='/em rolls a Repair check with result [[1d@{currentStr}+1d@{currentDex}+@{navigatorRepairMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_navigatorRepairRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Repair}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{navigatorRepairMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_navigatorRepairRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_navigatorRepairMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<span>
|
|
<input type='checkbox' class='showDiv' name='attr_showNobleSkills' value='1'>
|
|
<div class='sheet-2colrow'>
|
|
<label class='headerLabel checkLabel'>Noble Checks</label>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Etiquette [DEX+INT]</span>
|
|
<!--<button type='roll' value='/em rolls an Etiquette check with result [[1d@{currentDex}+1d@{currentInt}+@{etiquetteMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_etiquetteRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Etiquette}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{etiquetteMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_etiquetteRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_etiquetteMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Refined Education [INT+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Refined Education check with result [[1d@{currentInt}+1d@{currentInt}+@{refinedEducationMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_refinedEducationRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Refined Education}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{refinedEducationMod}+@{concentrationBonus}+@{classSkillBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_refinedEducationRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_refinedEducationMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
</span>
|
|
|
|
<label class='headerLabel checkLabel'>Common Checks</label>
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Condition Check [STR+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Condition check with result [[1d@{currentStr}+1d@{currentSpi}+@{conditionMod}+@{classConditionMod}+@{applyTerrain}+@{applyWeather}+@{speciesConditionMod}-@{overburdenPenalty}]]' name='roll_condRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Condition}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{conditionMod}+@{classConditionMod}+@{applyTerrain}+@{applyWeather}+@{speciesConditionMod}-@{overburdenPenalty}]]}}' name='roll_conditionRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_conditionMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Travel Check [STR+DEX]</span>
|
|
<!--<button type='roll' value='/em rolls a Travel check with result [[1d@{currentStr}+1d@{currentDex}+@{travelMod}+@{concentrationBonus}+@{classTravelMod}+@{applyTerrain}+@{applyWeather}-@{armorPenalty}-@{overburdenPenalty}]]' name='roll_travelRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Travel}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{travelMod}+@{concentrationBonus}+@{classTravelMod}+@{applyTerrain}+@{applyWeather}-@{armorPenalty}-@{overburdenPenalty}]]}}' name='roll_travelRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_travelMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Direction Check [INT+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Direction check with result [[2d@{currentInt}+@{directionMod}+@{concentrationBonus}+@{classDirectionMod}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_directionRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Direction}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{directionMod}+@{concentrationBonus}+@{classDirectionMod}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_directionRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_directionMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Camp Check [DEX+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Camp check with result [[1d@{currentDex}+1d@{currentInt}+@{campMod}+@{concentrationBonus}+@{classCampMod}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_campRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Camp}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{campMod}+@{concentrationBonus}+@{classCampMod}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_campRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_campMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Initiative [DEX+INT]</span>
|
|
<button type='roll' value='/em rolls an Initiative check with result [[1d@{currentDex}+1d@{currentInt}+@{initiativeMod}+@{typeInitiativeMod}+@{applyTerrain}+@{applyWeather}+@{speciesInitiativeMod}-@{armorPenalty}-@{overburdenPenalty} &{tracker}]]' name='roll_initiativeRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_initiativeMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Monster Knowledge [INT+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Monster Knowledge check with result [[2d@{currentInt}+@{monsterKnowledgeMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_monsterKnowledgeRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Monster Knowledge}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{monsterKnowledgeMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_monsterKnowledgeRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_monsterKnowledgeMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Search for Food [STR+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Foraging check with result [[1d@{currentStr}+1d@{currentInt}+@{foragingMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_foragingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Search for Food}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{foragingMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_foragingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_foragingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Hard Exercise [STR+DEX]</span>
|
|
<!--<button type='roll' value='/em rolls a Hard Exercise check with result [[1d@{currentStr}+1d@{currentDex}+@{hardExerciseMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_hardExerciseRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Hard Exercise}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{hardExerciseMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_hardExerciseRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_hardExerciseMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Drinking [STR+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Drinking check with result [[1d@{currentStr}+1d@{currentSpi}+@{drinkingMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_drinkingRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Drinking}} {{die1=[[1d@{currentStr}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{drinkingMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_drinkingRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_drinkingMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Stealth [DEX+DEX]</span>
|
|
<!--<button type='roll' value='/em rolls a Stealth check with result [[2d@{currentDex}+@{stealthMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_stealthRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Stealth}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentDex}]]}} {{bonusesAndPenalties=[[@{stealthMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_stealthRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_stealthMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Perception [DEX+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Perception check with result [[1d@{currentDex}+1d@{currentInt}+@{perceptionMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_perceptionRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Perception}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{perceptionMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_perceptionRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_perceptionMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Dodge [DEX+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Dodge check with result [[1d@{currentDex}+1d@{currentInt}+@{dodgeMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_dodgeRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Dodge}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{dodgeMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_dodgeRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_dodgeMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Delicate Work [DEX+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Delicate Work check with result [[1d@{currentDex}+1d@{currentSpi}+@{delicateWorkMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_delicateWorkRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Delicate Work}} {{die1=[[1d@{currentDex}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{delicateWorkMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_delicateWorkRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_delicateWorkMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Negotiation [INT+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Negotiation check with result [[1d@{currentInt}+1d@{currentSpi}+@{negotiationMod}+@{concentrationBonus}+@{classNegotiationMod}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_negotiationRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Negotiation}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{negotiationMod}+@{concentrationBonus}+@{classNegotiationMod}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_negotiationRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_negotiationMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Sense [INT+SPI]</span>
|
|
<!--<button type='roll' value='/em rolls a Sense check with result [[1d@{currentInt}+1d@{currentSpi}+@{senseMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_senseRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Sense}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentSpi}]]}} {{bonusesAndPenalties=[[@{senseMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_senseRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_senseMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='journeyLabel'>Job Knowledge [INT+INT]</span>
|
|
<!--<button type='roll' value='/em rolls a Job Knowledge check with result [[2d@{currentInt}+@{jobKnowledgeMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_jobKnowledgeRoll'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=Job Knowledge}} {{die1=[[1d@{currentInt}]]}} {{die2=[[1d@{currentInt}]]}} {{bonusesAndPenalties=[[@{jobKnowledgeMod}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_jobKnowledgeRoll'></button>
|
|
Special Modifiers: <input type='number' name='attr_jobKnowledgeMod' value='0' class='journeyMod'/>
|
|
</div>
|
|
</div>
|
|
|
|
<label class='headerLabel itemLabel'>Additional Checks</label>
|
|
<fieldset class="repeating_skills">
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
Name:
|
|
<input type='text' name='attr_skillNameA'/>
|
|
<div class='skillCheck classSkillRoll'>
|
|
Roll:
|
|
<!--<button type='roll' value='/em rolls a(n) @{skillNameA} check with result [[1d@{skillDie1A}+1d@{skillDie2A}+@{skillModA}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_otherRollA'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=@{skillNameA}}} {{die1=[[1d@{skillDie1A}]]}} {{die2=[[1d@{skillDie2A}]]}} {{bonusesAndPenalties=[[@{skillModA}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_otherRollA'></button>
|
|
<select name="attr_skillDie1A" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<select name="attr_skillDie2A" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<input type='number' name='attr_skillModA' value='0'/>
|
|
</div>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Name:
|
|
<input type='text' name='attr_skillNameB'/>
|
|
<div class='skillCheck classSkillRoll'>
|
|
Roll:
|
|
<!--<button type='roll' value='/em rolls a(n) @{skillNameB} check with result [[1d@{skillDie1B}+1d@{skillDie2B}+@{skillModB}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]' name='roll_otherRollA'></button>-->
|
|
<button type='roll' value='&{template:skillCheck} {{name=@{skillNameB}}} {{die1=[[1d@{skillDie1B}]]}} {{die2=[[1d@{skillDie2B}]]}} {{bonusesAndPenalties=[[@{skillModB}+@{concentrationBonus}+@{applyTerrain}+@{applyWeather}-@{overburdenPenalty}]]}}' name='roll_otherRollA'></button>
|
|
<select name="attr_skillDie1B" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<select name="attr_skillDie2B" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<input type='number' name='attr_skillModB' value='0'/>
|
|
</div>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
</span>
|
|
|
|
<span class='characterEquipment'>
|
|
<label class='headerLabel itemLabel'>Currency:</label>
|
|
<input type='number' name='attr_currency' value='0' min='0' style='width:70px'/>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel itemLabel'>Equipped Weapon & Armor Capacity</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_overEncumbered' value='1'/>
|
|
<input type='number' name='attr_weaponCapacity' value='0' min='0'/> / <input type='number' name='attr_weaponCapacity_max' value='0' min='0'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel itemLabel'>Item Capacity</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_overCapacity' value='1'/>
|
|
<input type='number' name='attr_capacity' value='0' min='0'/> / <input type='number' name='attr_capacity_max' value='0' min='0'/>
|
|
</div>
|
|
</div>
|
|
|
|
<div class='sheet-2colrow'>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel itemLabel'>Water Capacity</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_outOfWater' value='1'/>
|
|
<input type='number' name='attr_water' value='0' min='0'/> / <input type='number' name='attr_water_max' value='0' min='0'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<label class='headerLabel itemLabel'>Animal Capacity</label>
|
|
<input type='checkbox' class='penaltyCondition' name='attr_tooManyAnimals' value='1'/>
|
|
<input type='number' name='attr_animals' value='0' min='0'/> / <input type='number' name='attr_animals_max' value='1' min='0'/>
|
|
</div>
|
|
</div>
|
|
|
|
<label class='headerLabel itemLabel'>Weapons</label>
|
|
<fieldset class='repeating_weapons'>
|
|
<div class='sheet-row'>
|
|
Classification:
|
|
<select name='attr_weaponClassification' style='width:120px;margin-right:4px;position:relative;top:5px'>
|
|
<option value='0'></option>
|
|
<option value='1'>Light Blade</option>
|
|
<option value='2'>Blade</option>
|
|
<option value='3'>Polearm</option>
|
|
<option value='4'>Axe</option>
|
|
<option value='5'>Bow</option>
|
|
<option value='6'>Unarmed</option>
|
|
</select>
|
|
Name: <input type='text' name='attr_weaponName' style='width: 100px;margin-right:4px'/>
|
|
Effect: <input type='text' name='attr_weaponEffect' style='width: 150px; margin-right: 4px'/>
|
|
Durability: <input type='number' name='attr_weaponDurability' value='0' min='0'/> / <input type='number' name='attr_weaponDurability_max' value='1' min='1' style='margin-right: 4px'/>
|
|
Size: <input type='number' name='attr_weaponSize' value='0' min='0'/>
|
|
</div>
|
|
<div class='sheet-2colrow weaponRow2'>
|
|
<div class='sheet-col skillCheck'>
|
|
<input type='number' class='hidden' name='attr_weaponGraceMod' value='0'>
|
|
<!--<button type='roll' value='/em rolls a(n) @{weaponName} attack with result [[1d@{weaponAccuracyDie1}+1d@{weaponAccuracyDie2}+@{weaponAccuracyMod}+@{concentrationBonus}+@{weaponGraceMod}-@{overburdenPenalty}]]' name='roll_weaponAccuracyRoll'></button>-->
|
|
<button type='roll' value='&{template:accuracyCheck} {{name=@{weaponName}}} {{die1=[[1d@{weaponAccuracyDie1}]]}} {{die2=[[1d@{weaponAccuracyDie2}]]}} {{bonusesAndPenalties=[[@{weaponAccuracyMod}+@{concentrationBonus}+@{weaponGraceMod}-@{overburdenPenalty}]]}}' name='roll_weaponAccuracyRoll'></button>
|
|
Accuracy:
|
|
<select name="attr_weaponAccuracyDie1" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<select name="attr_weaponAccuracyDie2" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<input type='number' name='attr_weaponAccuracyMod' value='0'/>
|
|
</div>
|
|
<div class='sheet-col skillCheck damage'>
|
|
<!--<button type='roll' value='/em rolls @{weaponName} damage with result [[(1+@{weaponCriticalMod})d@{weaponDamageDie}+@{weaponDamageMod}+@{typeDamageMod}-@{overburdenPenalty}]]' name='roll_weaponDamageRoll'></button>-->
|
|
<button type='roll' value='&{template:oneDieCheck} {{name=@{weaponName} Damage}} {{result=[[(1+@{weaponCriticalMod})d@{weaponDamageDie}+@{weaponDamageMod}+@{typeDamageMod}-@{overburdenPenalty}]]}}' name='roll_weaponDamageRoll'></button>
|
|
Damage:
|
|
<select name="attr_weaponDamageDie" class="attributeType">
|
|
<option value="@{currentStr}">STR</option>
|
|
<option value="@{currentDex}">DEX</option>
|
|
<option value="@{currentInt}">INT</option>
|
|
<option value="@{currentSpi}">SPI</option>
|
|
</select> +
|
|
<input type='number' name='attr_weaponDamageMod' value='0'/>
|
|
<label class='checkboxLabel inlineCheckbox'><input type='checkbox' name='attr_weaponCriticalMod' value='1'> Add Critical Die</label>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
|
|
<label class='headerLabel itemLabel'>Shields & Armor</label>
|
|
<fieldset class='repeating_armor'>
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
Name: <input type='text' name='attr_armorName'/>
|
|
Defense Points: <input type='number' name='attr_armorDefense' value='0' min='0'/>
|
|
Penalty: <input type='number' name='attr_armorPenalty' value='0'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Effect: <input type='text' name='attr_armorEffect'/>
|
|
</div>
|
|
<div class='sheet-col' style='position:relative; right:14px;'>
|
|
Durability: <input type='number' name='attr_armorDurability' value='0' min='0'/> / <input type='number' name='attr_armorDurability_max' value='1' min='1'/>
|
|
Size: <input type='number' name='attr_armorSize' value='0' min='0'/>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
|
|
<label class='headerLabel itemLabel'>Traveler's Outfit</label>
|
|
<fieldset class='repeating_outfit'>
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
Name: <input type='text' name='attr_outfitName'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Effect: <input type='text' name='attr_outfitEffect'/>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
|
|
<label class='headerLabel itemLabel'>Items</label>
|
|
<fieldset class='repeating_items'>
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
Name: <input type='text' name='attr_itemName'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Effect: <input type='text' name='attr_itemEffect'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Size: <input type='number' name='attr_itemSize' value='0' min='0'/>
|
|
<span class='itemCount'>Ct: <input type='number' name='attr_itemCount' value='0' min='0'/></span>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
|
|
<label class='headerLabel itemLabel'>Containers</label>
|
|
<fieldset class='repeating_containers'>
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
Name: <input type='text' name='attr_containerName'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Effect: <input type='text' name='attr_containerEffect'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Size: <input type='number' name='attr_containerSize' value='0' min='0'/>
|
|
Capacity: <input type='number' name='attr_containerCapacity' value='0' min='0'/>
|
|
<label class='checkboxLabel inlineCheckbox'><input type='checkbox' name='attr_containerWater' value='1'/> water</label>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
|
|
<label class='headerLabel itemLabel'>Animals</label>
|
|
<fieldset class='repeating_animals'>
|
|
<div class='sheet-3colrow'>
|
|
<div class='sheet-col'>
|
|
Name: <input type='text' name='attr_animalName'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
Effect: <input type='text' name='attr_animalEffect'/>
|
|
</div>
|
|
<div class='sheet-col'>
|
|
<span class='animalCapacity'>Capacity: <input type='number' name='attr_animalCapacity' value='0' min='0'/></span>
|
|
</div>
|
|
</div>
|
|
</fieldset>
|
|
</span>
|
|
</div>
|
|
</html>
|