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roll20-character-sheets-tester/Knight/knight.html
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2016-10-31 17:41:44 +01:00

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<script type="text/worker">
/* ---- BEGIN: TheAaronSheet.js ---- */
// Github: https://github.com/shdwjk/TheAaronSheet/blob/master/TheAaronSheet.js
// By: The Aaron, Arcane Scriptomancer
// Contact: https://app.roll20.net/users/104025/the-aaron
var TAS = TAS || (function(){
'use strict';
var version = '0.2.4',
lastUpdate = 1457098091,
loggingSettings = {
debug: {
key: 'debug',
title: 'DEBUG',
color: {
bgLabel: '#7732A2',
label: '#F2EF40',
bgText: '#FFFEB7',
text: '#7732A2'
}
},
error: {
key: 'error',
title: 'Error',
color: {
bgLabel: '#C11713',
label: 'white',
bgText: '#C11713',
text: 'white'
}
},
warn: {
key: 'warn',
title: 'Warning',
color: {
bgLabel: '#F29140',
label: 'white',
bgText: '#FFD8B7',
text: 'black'
}
},
info: {
key: 'info',
title: 'Info',
color: {
bgLabel: '#413FA9',
label: 'white',
bgText: '#B3B2EB',
text: 'black'
}
},
notice: {
key: 'notice',
title: 'Notice',
color: {
bgLabel: '#33C133',
label: 'white',
bgText: '#ADF1AD',
text: 'black'
}
},
log: {
key: 'log',
title: 'Log',
color: {
bgLabel: '#f2f240',
label: 'black',
bgText: '#ffff90',
text: 'black'
}
},
callstack: {
key: 'TAS',
title: 'function',
color: {
bgLabel: '#413FA9',
label: 'white',
bgText: '#B3B2EB',
text: 'black'
}
},
callstack_async: {
key: 'TAS',
title: 'ASYNC CALL',
color: {
bgLabel: '#413FA9',
label: 'white',
bgText: '#413FA9',
text: 'white'
}
},
TAS: {
key: 'TAS',
title: 'TAS',
color: {
bgLabel: 'grey',
label: 'black;background:linear-gradient(#304352,#d7d2cc,#d7d2cc,#d7d2cc,#304352)',
bgText: 'grey',
text: 'black;background:linear-gradient(#304352,#d7d2cc,#d7d2cc,#d7d2cc,#304352)'
}
}
},
config = {
debugMode: false,
logging: {
log: true,
notice: true,
info: true,
warn: true,
error: true,
debug: false
}
},
callstackRegistry = [],
queuedUpdates = {}, //< Used for delaying saves till the last momment.
complexType = function(o){
switch(typeof o){
case 'string':
return 'string';
case 'boolean':
return 'boolean';
case 'number':
return (_.isNaN(o) ? 'NaN' : (o.toString().match(/\./) ? 'decimal' : 'integer'));
case 'function':
return 'function: '+(o.name ? o.name+'()' : '(anonymous)');
case 'object':
return (_.isArray(o) ? 'array' : (_.isArguments(o) ? 'arguments' : ( _.isNull(o) ? 'null' : 'object')));
default:
return typeof o;
}
},
dataLogger = function(primaryLogger,secondaryLogger,data){
_.each(data,function(m){
var type = complexType(m);
switch(type){
case 'string':
primaryLogger(m);
break;
case 'undefined':
case 'null':
case 'NaN':
primaryLogger('['+type+']');
break;
case 'number':
case 'not a number':
case 'integer':
case 'decimal':
case 'boolean':
primaryLogger('['+type+']: '+m);
break;
default:
primaryLogger('['+type+']:=========================================');
secondaryLogger(m);
primaryLogger('=========================================================');
break;
}
});
},
colorLog = function(options){
var coloredLoggerFunction,
key = options.key,
label = options.title || 'TAS',
lBGColor = (options.color && options.color.bgLabel) || 'blue',
lTxtColor = (options.color && options.color.label) || 'white',
mBGColor = (options.color && options.color.bgText) || 'blue',
mTxtColor = (options.color && options.color.text) || 'white';
coloredLoggerFunction = function(message){
console.log(
'%c '+label+': %c '+message + ' ',
'background-color: '+lBGColor+';color: '+lTxtColor+'; font-weight:bold;',
'background-color: '+mBGColor+';color: '+mTxtColor+';'
);
};
return function(){
if('TAS'===key || config.logging[key]){
dataLogger(coloredLoggerFunction,function(m){console.log(m);},_.toArray(arguments));
}
};
},
logDebug = colorLog(loggingSettings.debug),
logError = colorLog(loggingSettings.error),
logWarn = colorLog(loggingSettings.warn),
logInfo = colorLog(loggingSettings.info),
logNotice = colorLog(loggingSettings.notice),
logLog = colorLog(loggingSettings.log),
log = colorLog(loggingSettings.TAS),
logCS = colorLog(loggingSettings.callstack),
logCSA = colorLog(loggingSettings.callstack_async),
registerCallstack = function(callstack,label){
var idx=_.findIndex(callstackRegistry,function(o){
return (_.difference(o.stack,callstack).length === _.difference(callstack,o.stack).length) &&
_.difference(o.stack,callstack).length === 0 &&
o.label === label;
});
if(-1 === idx){
idx=callstackRegistry.length;
callstackRegistry.push({
stack: callstack,
label: label
});
}
return idx;
},
setConfigOption = function(options){
var newconf =_.defaults(options,config);
newconf.logging=_.defaults(
(options && options.logging)||{},
config.logging
);
config=newconf;
},
debugMode = function(){
config.logging.debug=true;
config.debugMode = true;
},
getCallstack = function(){
var e = new Error('dummy'),
stack = _.map(_.rest(e.stack.replace(/^[^\(]+?[\n$]/gm, '')
.replace(/^\s+at\s+/gm, '')
.replace(/^Object.<anonymous>\s*\(/gm, '{anonymous}()@')
.split('\n')),function(l){
return l.replace(/\s+.*$/,'');
});
return stack;
},
logCallstackSub = function(cs){
var matches, csa;
_.find(cs,function(line){
matches = line.match(/TAS_CALLSTACK_(\d+)/);
if(matches){
csa=callstackRegistry[matches[1]];
logCSA( '===================='+(csa.label ? '> '+csa.label+' <' : '')+'====================');
logCallstackSub(csa.stack);
return true;
}
logCS(line);
return false;
});
},
logCallstack = function(){
var cs;
if(config.debugMode){
cs = getCallstack();
cs.shift();
log('==============================> CALLSTACK <==============================');
logCallstackSub(cs);
log('=========================================================================');
}
},
wrapCallback = function (label, callback, context){
var callstack;
if('function' === typeof label){
context=callback;
callback=label;
label=undefined;
}
if(!config.debugMode){
return (function(cb,ctx){
return function(){
cb.apply(ctx||{},arguments);
};
}(callback,context));
}
callstack = getCallstack();
callstack.shift();
return (function(cb,ctx,cs,lbl){
var ctxref=registerCallstack(cs,lbl);
/*jshint -W054 */
return new Function('cb','ctx','TASlog',
"return function TAS_CALLSTACK_"+ctxref+"(){"+
"TASlog('Entering: '+(cb.name||'(anonymous function)'));"+
"cb.apply(ctx||{},arguments);"+
"TASlog('Exiting: '+(cb.name||'(anonymous function)'));"+
"};")(cb,ctx,log);
/*jshint +W054 */
}(callback,context,callstack,label));
},
prepareUpdate = function( attribute, value ){
queuedUpdates[attribute]=value;
},
applyQueuedUpdates = function() {
setAttrs(queuedUpdates);
queuedUpdates = {};
},
namesFromArgs = function(args,base){
return _.chain(args)
.reduce(function(memo,attr){
if('string' === typeof attr) {
memo.push(attr);
} else if(_.isArray(args) || _.isArguments(args)){
memo = namesFromArgs(attr,memo);
}
return memo;
},(_.isArray(base) && base) || [])
.uniq()
.value();
},
addId = function(obj,value){
Object.defineProperty(obj,'id',{
value: value,
writeable: false,
enumerable: false
});
},
addProp = function(obj,prop,value,fullname){
(function(){
var pname=(_.contains(['S','F','I','D'],prop) ? '_'+prop : prop),
full_pname = fullname || prop,
pvalue=value;
_.each(['S','I','F'],function(p){
if( !_.has(obj,p)){
Object.defineProperty(obj, p, {
value: {},
enumerable: false,
readonly: true
});
}
});
if( !_.has(obj,'D')){
Object.defineProperty(obj, 'D', {
value: _.reduce(_.range(10),function(m,d){
Object.defineProperty(m, d, {
value: {},
enumerable: true,
readonly: true
});
return m;
},{}),
enumerable: false,
readonly: true
});
}
// Raw value
Object.defineProperty(obj, pname, {
enumerable: true,
set: function(v){
if(v!==pvalue) {
pvalue=v;
prepareUpdate(full_pname,v);
}
},
get: function(){
return pvalue;
}
});
// string value
Object.defineProperty(obj.S, pname, {
enumerable: true,
set: function(v){
var val=v.toString();
if(val !== pvalue) {
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return pvalue.toString();
}
});
// int value
Object.defineProperty(obj.I, pname, {
enumerable: true,
set: function(v){
var val=parseInt(v,10) || 0;
if(val !== pvalue){
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return parseInt(pvalue,10) || 0;
}
});
// float value
Object.defineProperty(obj.F, pname, {
enumerable: true,
set: function(v){
var val=parseFloat(v) || 0;
if(val !== pvalue) {
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return parseFloat(pvalue) || 0;
}
});
_.each(_.range(10),function(d){
Object.defineProperty(obj.D[d], pname, {
enumerable: true,
set: function(v){
var val=(parseFloat(v) || 0).toFixed(d);
if(val !== pvalue){
pvalue=val;
prepareUpdate(full_pname,val);
}
},
get: function(){
return (parseFloat(pvalue) || 0).toFixed(d);
}
});
});
}());
},
repeating = function( section ) {
return (function(s){
var sectionName = s,
attrNames = [],
fieldNames = [],
operations = [],
after = [],
repAttrs = function TAS_Repeating_Attrs(){
attrNames = namesFromArgs(arguments,attrNames);
return this;
},
repFields = function TAS_Repeating_Fields(){
fieldNames = namesFromArgs(arguments,fieldNames);
return this;
},
repReduce = function TAS_Repeating_Reduce(func, initial, final, context) {
operations.push({
type: 'reduce',
func: (func && _.isFunction(func) && func) || _.noop,
memo: (_.isUndefined(initial) && 0) || initial,
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repMap = function TAS_Repeating_Map(func, final, context) {
operations.push({
type: 'map',
func: (func && _.isFunction(func) && func) || _.noop,
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repEach = function TAS_Repeating_Each(func, final, context) {
operations.push({
type: 'each',
func: (func && _.isFunction(func) && func) || _.noop,
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repTap = function TAS_Repeating_Tap(final, context) {
operations.push({
type: 'tap',
final: (final && _.isFunction(final) && final) || _.noop,
context: context || {}
});
return this;
},
repAfter = function TAS_Repeating_After(callback,context) {
after.push({
callback: (callback && _.isFunction(callback) && callback) || _.noop,
context: context || {}
});
return this;
},
repExecute = function TAS_Repeating_Execute(callback,context){
var rowSet = {},
attrSet = {},
fieldIds = [],
fullFieldNames = [];
repAfter(callback,context);
// call each operation per row.
// call each operation's final
getSectionIDs("repeating_"+sectionName,function(ids){
fieldIds = ids;
fullFieldNames = _.reduce(fieldIds,function(memo,id){
return memo.concat(_.map(fieldNames,function(name){
return 'repeating_'+sectionName+'_'+id+'_'+name;
}));
},[]);
getAttrs( _.uniq(attrNames.concat(fullFieldNames)), function(values){
_.each(attrNames,function(aname){
if(values.hasOwnProperty(aname)){
addProp(attrSet,aname,values[aname]);
}
});
rowSet = _.reduce(fieldIds,function(memo,id){
var r={};
addId(r,id);
_.each(fieldNames,function(name){
var fn = 'repeating_'+sectionName+'_'+id+'_'+name;
addProp(r,name,values[fn],fn);
});
memo[id]=r;
return memo;
},{});
_.each(operations,function(op){
var res;
switch(op.type){
case 'tap':
_.bind(op.final,op.context,rowSet,attrSet)();
break;
case 'each':
_.each(rowSet,function(r){
_.bind(op.func,op.context,r,attrSet,r.id,rowSet)();
});
_.bind(op.final,op.context,rowSet,attrSet)();
break;
case 'map':
res = _.map(rowSet,function(r){
return _.bind(op.func,op.context,r,attrSet,r.id,rowSet)();
});
_.bind(op.final,op.context,res,rowSet,attrSet)();
break;
case 'reduce':
res = op.memo;
_.each(rowSet,function(r){
res = _.bind(op.func,op.context,res,r,attrSet,r.id,rowSet)();
});
_.bind(op.final,op.context,res,rowSet,attrSet)();
break;
}
});
// finalize attrs
applyQueuedUpdates();
_.each(after,function(op){
_.bind(op.callback,op.context)();
});
});
});
};
return {
attrs: repAttrs,
attr: repAttrs,
column: repFields,
columns: repFields,
field: repFields,
fields: repFields,
reduce: repReduce,
inject: repReduce,
foldl: repReduce,
map: repMap,
collect: repMap,
each: repEach,
forEach: repEach,
tap: repTap,
'do': repTap,
after: repAfter,
last: repAfter,
done: repAfter,
execute: repExecute,
go: repExecute,
run: repExecute
};
}(section));
},
repeatingSimpleSum = function(section, field, destination){
repeating(section)
.attr(destination)
.field(field)
.reduce(function(m,r){
return m + (r.F[field]);
},0,function(t,r,a){
a.S[destination]=t;
})
.execute();
};
console.log('%c•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸ The Aaron Sheet v'+version+' ¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•','background: linear-gradient(to right,green,white,white,green); color:black;text-shadow: 0 0 8px white;');
console.log('%c•.¸¸.•*´¨`*•.¸¸.•*´¨`*•.¸ Last update: '+(new Date(lastUpdate*1000))+' ¸.•*´¨`*•.¸¸.•*´¨`*•.¸¸.•','background: linear-gradient(to right,green,white,white,green); color:black;text-shadow: 0 0 8px white;');
return {
/* Repeating Sections */
repeatingSimpleSum: repeatingSimpleSum,
repeating: repeating,
/* Configuration */
config: setConfigOption,
/* Debugging */
callback: wrapCallback,
callstack: logCallstack,
debugMode: debugMode,
_fn: wrapCallback,
/* Logging */
debug: logDebug,
error: logError,
warn: logWarn,
info: logInfo,
notice: logNotice,
log: logLog
};
}());
/* ---- END: TheAaronSheet.js ---- */
on(
"change:armure"
, function()
{
getAttrs(["armure"], function(varm)
{
var Arm = varm["armure"];
switch(Arm)
{
case "barbarian":
setAttrs({
slotTeteMax:5,
slotTete:5,
slotBGMax:5,
slotBG:5,
slotTorse:8,
slotTorseMax:8,
slotJG:5,
slotJGMax:5,
slotBD:5,
slotBDMax:5,
slotJDMax:5,
slotJD:5
});
break;
case "bard":
setAttrs({
slotTeteMax:5,
slotTete:5,
slotBGMax:5,
slotBG:5,
slotTorse:8,
slotTorseMax:8,
slotJG:5,
slotJGMax:5,
slotBD:5,
slotBDMax:5,
slotJDMax:5,
slotJD:5
});
break;
case "monk":
setAttrs({
slotTeteMax:7,
slotTete:7,
slotBGMax:8,
slotBG:8,
slotTorse:10,
slotTorseMax:10,
slotJG:6,
slotJGMax:6,
slotBD:8,
slotBDMax:8,
slotJDMax:6,
slotJD:6
});
break;
case "necromancer":
setAttrs({
slotTeteMax:12,
slotTete:12,
slotBGMax:12,
slotBG:12,
slotTorse:12,
slotTorseMax:12,
slotJG:12,
slotJGMax:12,
slotBD:12,
slotBDMax:12,
slotJDMax:12,
slotJD:12
});
break;
case "paladin":
setAttrs({
slotTeteMax:7,
slotTete:7,
slotBGMax:7,
slotBG:7,
slotTorse:10,
slotTorseMax:10,
slotJG:7,
slotJGMax:7,
slotBD:7,
slotBDMax:7,
slotJDMax:7,
slotJD:7
});
break;
case "priest":
setAttrs({
slotTeteMax:5,
slotTete:5,
slotBGMax:5,
slotBG:5,
slotTorse:8,
slotTorseMax:8,
slotJG:5,
slotJGMax:5,
slotBD:5,
slotBDMax:5,
slotJDMax:5,
slotJD:5
});
break;
case "psion":
setAttrs({
slotTeteMax:7,
slotTete:7,
slotBGMax:10,
slotBG:10,
slotTorse:12,
slotTorseMax:12,
slotJG:7,
slotJGMax:7,
slotBD:10,
slotBDMax:10,
slotJDMax:7,
slotJD:7
});
break;
case "ranger":
setAttrs({
slotTeteMax:4,
slotTete:4,
slotBGMax:4,
slotBG:4,
slotTorse:6,
slotTorseMax:6,
slotJG:4,
slotJGMax:4,
slotBD:4,
slotBDMax:4,
slotJDMax:4,
slotJD:4
});
break;
case "rogue":
setAttrs({
slotTeteMax:5,
slotTete:5,
slotBGMax:5,
slotBG:5,
slotTorse:8,
slotTorseMax:8,
slotJG:5,
slotJGMax:5,
slotBD:5,
slotBDMax:5,
slotJDMax:5,
slotJD:5
});
break;
case "sorcerer":
setAttrs({
slotTeteMax:7,
slotTete:7,
slotBGMax:8,
slotBG:8,
slotTorse:10,
slotTorseMax:10,
slotJG:6,
slotJGMax:6,
slotBD:8,
slotBDMax:8,
slotJDMax:6,
slotJD:6
});
break;
case "warmaster":
setAttrs({
slotTeteMax:5,
slotTete:5,
slotBGMax:5,
slotBG:5,
slotTorse:8,
slotTorseMax:8,
slotJG:5,
slotJGMax:5,
slotBD:5,
slotBDMax:5,
slotJDMax:5,
slotJD:5
});
break;
case "warrior":
setAttrs({
slotTeteMax:7,
slotTete:7,
slotBGMax:10,
slotBG:10,
slotTorse:12,
slotTorseMax:12,
slotJG:7,
slotJGMax:7,
slotBD:10,
slotBDMax:10,
slotJDMax:7,
slotJD:7
});
break;
case "wizard":
setAttrs({
slotTeteMax:5,
slotTete:5,
slotBGMax:5,
slotBG:5,
slotTorse:8,
slotTorseMax:8,
slotJG:5,
slotJGMax:5,
slotBD:5,
slotBDMax:5,
slotJDMax:5,
slotJD:5
});
break;
default:
setAttrs({
slotTeteMax:0,
slotTete:0,
slotBGMax:0,
slotBG:0,
slotTorse:0,
slotTorseMax:0,
slotJG:0,
slotJGMax:0,
slotBD:0,
slotBDMax:0,
slotJDMax:0,
slotJD:0
});
break;
}
});
});
on(
"change:caracteristique1 change:deplacement change:deplOD change:force change:forOD change:endurance change:endOD change:hargne change:hargneOD change:combat change:combOD change:instinct change:instOD change:tir change:tirOD change:savoir change:savoirOD change:technique change:technOD change:aura change:auraOD change:parole change:paroleOD change:sf change:sfOD change:discretion change:discrOD change:perception change:percOD change:dexterite change:dextOD"
, function()
{
getAttrs(["caracteristique1"], function(vcar1)
{
var C1 = vcar1["caracteristique1"];
switch(C1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
carac1: depl,
carac1OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
carac1: force,
carac1OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
carac1: endurance,
carac1OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
carac1: hargne,
carac1OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
carac1: combat,
carac1OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
carac1: instinct,
carac1OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
carac1: tir,
carac1OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
carac1: savoir,
carac1OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
carac1: technique,
carac1OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
carac1: aura,
carac1OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
carac1: parole,
carac1OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
carac1: sf,
carac1OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
carac1: discretion,
carac1OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
carac1: perception,
carac1OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
carac1: dexterite,
carac1OD: dOD
});
});
break;
}
});
});
on(
"change:caracteristique2 change:deplacement change:deplOD change:force change:forOD change:endurance change:endOD change:hargne change:hargneOD change:combat change:combOD change:instinct change:instOD change:tir change:tirOD change:savoir change:savoirOD change:technique change:technOD change:aura change:auraOD change:parole change:paroleOD change:sf change:sfOD change:discretion change:discrOD change:perception change:percOD change:dexterite change:dextOD"
, function()
{
getAttrs(["caracteristique2"], function(vcar1)
{
var C2 = vcar1["caracteristique2"];
switch(C2)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
carac2: depl,
carac2OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
carac2: force,
carac2OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
carac2: endurance,
carac2OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
carac2: hargne,
carac2OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
carac2: combat,
carac2OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
carac2: instinct,
carac2OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
carac2: tir,
carac2OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
carac2: savoir,
carac2OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
carac2: technique,
carac2OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
carac2: aura,
carac2OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
carac2: parole,
carac2OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
carac2: sf,
carac2OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
carac2: discretion,
carac2OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
carac2: perception,
carac2OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
carac2: dexterite,
carac2OD: dOD
});
});
break;
}
});
});
on(
"change:caracGrenade1 change:deplacement change:deplOD change:force change:forOD change:endurance change:endOD change:hargne change:hargneOD change:combat change:combOD change:instinct change:instOD change:tir change:tirOD change:savoir change:savoirOD change:technique change:technOD change:aura change:auraOD change:parole change:paroleOD change:sf change:sfOD change:discretion change:discrOD change:perception change:percOD change:dexterite change:dextOD"
, function()
{
getAttrs(["caracGrenade1"], function(vcar1)
{
var C1 = vcar1["caracGrenade1"];
switch(C1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
armeGrenade1: depl,
armeGrenade1OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
armeGrenade1: force,
armeGrenade1OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
armeGrenade1: endurance,
armeGrenade1OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
armeGrenade1: hargne,
armeGrenade1OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
armeGrenade1: combat,
armeGrenade1OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
armeGrenade1: instinct,
armeGrenade1OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
armeGrenade1: tir,
armeGrenade1OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
armeGrenade1: savoir,
armeGrenade1OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
armeGrenade1: technique,
armeGrenade1OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
armeGrenade1: aura,
armeGrenade1OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
armeGrenade1: parole,
armeGrenade1OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
armeGrenade1: sf,
armeGrenade1OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
armeGrenade1: discretion,
armeGrenade1OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
armeGrenade1: perception,
armeGrenade1OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
armeGrenade1: dexterite,
armeGrenade1OD: dOD
});
});
break;
}
});
});
on(
"change:caracGrenade2 change:deplacement change:deplOD change:force change:forOD change:endurance change:endOD change:hargne change:hargneOD change:combat change:combOD change:instinct change:instOD change:tir change:tirOD change:savoir change:savoirOD change:technique change:technOD change:aura change:auraOD change:parole change:paroleOD change:sf change:sfOD change:discretion change:discrOD change:perception change:percOD change:dexterite change:dextOD"
, function()
{
getAttrs(["caracGrenade2"], function(vcar1)
{
var C2 = vcar1["caracGrenade2"];
switch(C2)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
armeGrenade2: depl,
armeGrenade2OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
armeGrenade2: force,
armeGrenade2OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
armeGrenade2: endurance,
armeGrenade2OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
armeGrenade2: hargne,
armeGrenade2OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
armeGrenade2: combat,
armeGrenade2OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
armeGrenade2: instinct,
armeGrenade2OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
armeGrenade2: tir,
armeGrenade2OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
armeGrenade2: savoir,
armeGrenade2OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
armeGrenade2: technique,
armeGrenade2OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
armeGrenade2: aura,
armeGrenade2OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
armeGrenade2: parole,
armeGrenade2OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
armeGrenade2: sf,
armeGrenade2OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
armeGrenade2: discretion,
armeGrenade2OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
armeGrenade2: perception,
armeGrenade2OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
armeGrenade2: dexterite,
armeGrenade2OD: dOD
});
});
break;
}
});
});
on(
"change:styleCombat"
, function()
{
getAttrs(["styleCombat"], function(value)
{
var Style = value["styleCombat"];
switch(Style)
{
case "standard":
setAttrs
({
atkBM: "",
dgtBM: "",
rctBM: "",
defBM: "",
styleCombatDescr: ""
});
break;
case "couvert":
setAttrs
({
atkBM: "-3",
dgtBM: "",
rctBM: "+2",
defBM: "",
styleCombatDescr: "+2 en réaction\n-3 en attaque"
});
break;
case "agressif":
setAttrs
({
atkBM: "+3",
dgtBM: "",
rctBM: "-2",
defBM: "-2",
styleCombatDescr: "+3 en attaque\n-2 en réaction et défense"
});
break;
case "akimbo":
setAttrs
({
atkBM: "-3",
dgtBM: "*2",
rctBM: "",
defBM: "",
styleCombatDescr: "Dés de dégâts x2\n-3 en attaque"
});
break;
case "ambidextre":
setAttrs
({
atkBM: "-3",
dgtBM: "",
rctBM: "",
defBM: "",
styleCombatDescr: "Deux attaques\n-3 en attaque"
});
break;
case "defensif":
setAttrs
({
atkBM: "-3",
dgtBM: "",
rctBM: "",
defBM: "+2",
styleCombatDescr: "+2 en défense\n-3 en attaque"
});
break;
}
});
});
on(
"change:effetArmes"
, function()
{
getAttrs(["effetArmes"], function(value)
{
var Armes = value["effetArmes"];
setAttrs
({
effetArmesD: Armes
});
});
});
on(
"change:repeating_armeDist:carArmeDist1"
, function()
{
getAttrs(["repeating_armeDist_carArmeDist1"], function(varme1)
{
var CA1 = varme1["repeating_armeDist_carArmeDist1"];
switch(CA1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: depl,
repeating_armeDist_ArmeDist1OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: force,
repeating_armeDist_ArmeDist1OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: endurance,
repeating_armeDist_ArmeDist1OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: hargne,
repeating_armeDist_ArmeDist1OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: combat,
repeating_armeDist_ArmeDist1OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: instinct,
repeating_armeDist_ArmeDist1OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: tir,
repeating_armeDist_ArmeDist1OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: savoir,
repeating_armeDist_ArmeDist1OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: technique,
repeating_armeDist_ArmeDist1OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: aura,
repeating_armeDist_ArmeDist1OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: parole,
repeating_armeDist_ArmeDist1OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: sf,
repeating_armeDist_ArmeDist1OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: discretion,
repeating_armeDist_ArmeDist1OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: perception,
repeating_armeDist_ArmeDist1OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
repeating_armeDist_ArmeDist1: dexterite,
repeating_armeDist_ArmeDist1OD: dOD
});
});
break;
}
});
});
on(
"change:repeating_armeDist:carArmeDist2"
, function()
{
getAttrs(["repeating_armeDist_carArmeDist2"], function(varme1)
{
var CA1 = varme1["repeating_armeDist_carArmeDist2"];
switch(CA1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: depl,
repeating_armeDist_ArmeDist2OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: force,
repeating_armeDist_ArmeDist2OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: endurance,
repeating_armeDist_ArmeDist2OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: hargne,
repeating_armeDist_ArmeDist2OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: combat,
repeating_armeDist_ArmeDist2OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: instinct,
repeating_armeDist_ArmeDist2OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: tir,
repeating_armeDist_ArmeDist2OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: savoir,
repeating_armeDist_ArmeDist2OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: technique,
repeating_armeDist_ArmeDist2OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: aura,
repeating_armeDist_ArmeDist2OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: parole,
repeating_armeDist_ArmeDist2OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: sf,
repeating_armeDist_ArmeDist2OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: discretion,
repeating_armeDist_ArmeDist2OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: perception,
repeating_armeDist_ArmeDist2OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
repeating_armeDist_ArmeDist2: dexterite,
repeating_armeDist_ArmeDist2OD: dOD
});
});
break;
}
});
});
on(
"change:deplacement change:deplOD change:force change:forOD change:endurance change:endOD change:hargne change:hargneOD change:combat change:combOD change:instinct change:instOD change:tir change:tirOD change:savoir change:savoirOD change:technique change:technOD change:aura change:auraOD change:parole change:paroleOD change:sf change:sfOD change:discretion change:discrOD change:perception change:percOD change:dexterite change:dextOD"
, function()
{
getSectionIDs("repeating_armeDist", function(idarray)
{
if(idarray.length > 0)
{
var count = 0;
_.each(idarray, function(currentID, i)
{
getAttrs(["repeating_armeDist_" + currentID + "_carArmeDist1"], function(varme1)
{
var CA1 = varme1["repeating_armeDist_" + currentID + "_carArmeDist1"];
switch(CA1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var B = parseInt(vdepl["deplacement"]);
var OD = parseInt(vdepl["deplOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
B = parseInt(vfor["force"]);
OD = parseInt(vfor["forOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
B = parseInt(vend["endurance"]);
OD = parseInt(vend["endOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
B = parseInt(vhar["hargne"]);
OD = parseInt(vhar["hargneOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
B = parseInt(vcom["combat"]);
OD = parseInt(vcom["combOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
B = parseInt(vins["instinct"]);
OD = parseInt(vins["instOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
B = parseInt(vtir["tir"]);
OD = parseInt(vtir["tirOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
B = parseInt(vsav["savoir"]);
OD = parseInt(vsav["savoirOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
B = parseInt(vtec["technique"]);
OD = parseInt(vtec["technOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
B = parseInt(vaur["aura"]);
OD = parseInt(vaur["auraOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
B = parseInt(vpar["parole"]);
OD = parseInt(vpar["paroleOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
B = parseInt(vsf["sf"]);
OD = parseInt(vsf["sfOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
B = parseInt(vdis["discretion"]);
OD = parseInt(vdis["discrOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
B = parseInt(vper["perception"]);
OD = parseInt(vper["percOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
B = parseInt(vdex["dexterite"]);
OD = parseInt(vdex["dextOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist1"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
}
});
getAttrs(["repeating_armeDist_" + currentID + "_carArmeDist2"], function(varme2)
{
var CA2 = varme2["repeating_armeDist_" + currentID + "_carArmeDist2"];
switch(CA2)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var B = parseInt(vdepl["deplacement"]);
var OD = parseInt(vdepl["deplOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
B = parseInt(vfor["force"]);
OD = parseInt(vfor["forOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
B = parseInt(vend["endurance"]);
OD = parseInt(vend["endOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
B = parseInt(vhar["hargne"]);
OD = parseInt(vhar["hargneOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
B = parseInt(vcom["combat"]);
OD = parseInt(vcom["combOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
B = parseInt(vins["instinct"]);
OD = parseInt(vins["instOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
B = parseInt(vtir["tir"]);
OD = parseInt(vtir["tirOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
B = parseInt(vsav["savoir"]);
OD = parseInt(vsav["savoirOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
B = parseInt(vtec["technique"]);
OD = parseInt(vtec["technOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
B = parseInt(vaur["aura"]);
OD = parseInt(vaur["auraOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
B = parseInt(vpar["parole"]);
OD = parseInt(vpar["paroleOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
B = parseInt(vsf["sf"]);
OD = parseInt(vsf["sfOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
B = parseInt(vdis["discretion"]);
OD = parseInt(vdis["discrOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
B = parseInt(vper["perception"]);
OD = parseInt(vper["percOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
B = parseInt(vdex["dexterite"]);
OD = parseInt(vdex["dextOD"]);
var Base1 = {};
Base1["repeating_armeDist_" + currentID + "_ArmeDist2"] = B;
var OD1 = {};
OD1["repeating_armeDist_" + currentID + "_ArmeDist2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
}
});
});
}
});
});
on(
"change:repeating_armeCaC:carArmeCaC1"
, function()
{
getAttrs(["repeating_armeCaC_carArmeCaC1"], function(varme1)
{
var CA1 = varme1["repeating_armeCaC_carArmeCaC1"];
switch(CA1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: depl,
repeating_armeCaC_ArmeCaC1OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: force,
repeating_armeCaC_ArmeCaC1OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: endurance,
repeating_armeCaC_ArmeCaC1OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: hargne,
repeating_armeCaC_ArmeCaC1OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: combat,
repeating_armeCaC_ArmeCaC1OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: instinct,
repeating_armeCaC_ArmeCaC1OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: tir,
repeating_armeCaC_ArmeCaC1OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: savoir,
repeating_armeCaC_ArmeCaC1OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: technique,
repeating_armeCaC_ArmeCaC1OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: aura,
repeating_armeCaC_ArmeCaC1OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: parole,
repeating_armeCaC_ArmeCaC1OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: sf,
repeating_armeCaC_ArmeCaC1OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: discretion,
repeating_armeCaC_ArmeCaC1OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: perception,
repeating_armeCaC_ArmeCaC1OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC1: dexterite,
repeating_armeCaC_ArmeCaC1OD: dOD
});
});
break;
}
});
});
on(
"change:repeating_armeCaC:carArmeCaC2"
, function()
{
getAttrs(["repeating_armeCaC_carArmeCaC2"], function(varme1)
{
var CA1 = varme1["repeating_armeCaC_carArmeCaC2"];
switch(CA1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var depl = parseInt(vdepl["deplacement"]);
var dOD = parseInt(vdepl["deplOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: depl,
repeating_armeCaC_ArmeCaC2OD: dOD
});
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
var force = parseInt(vfor["force"]);
var fOD = parseInt(vfor["forOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: force,
repeating_armeCaC_ArmeCaC2OD: fOD
});
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
var endurance = parseInt(vend["endurance"]);
var eOD = parseInt(vend["endOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: endurance,
repeating_armeCaC_ArmeCaC2OD: eOD
});
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
var hargne = parseInt(vhar["hargne"]);
var hOD = parseInt(vhar["hargneOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: hargne,
repeating_armeCaC_ArmeCaC2OD: hOD
});
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
var combat = parseInt(vcom["combat"]);
var cOD = parseInt(vcom["combOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: combat,
repeating_armeCaC_ArmeCaC2OD: cOD
});
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
var instinct = parseInt(vins["instinct"]);
var iOD = parseInt(vins["instOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: instinct,
repeating_armeCaC_ArmeCaC2OD: iOD
});
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
var tir = parseInt(vtir["tir"]);
var tOD = parseInt(vtir["tirOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: tir,
repeating_armeCaC_ArmeCaC2OD: tOD
});
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
var savoir = parseInt(vsav["savoir"]);
var sOD = parseInt(vsav["savoirOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: savoir,
repeating_armeCaC_ArmeCaC2OD: sOD
});
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
var technique = parseInt(vtec["technique"]);
var tOD = parseInt(vtec["technOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: technique,
repeating_armeCaC_ArmeCaC2OD: tOD
});
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
var aura = parseInt(vaur["aura"]);
var aOD = parseInt(vaur["auraOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: aura,
repeating_armeCaC_ArmeCaC2OD: aOD
});
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
var parole = parseInt(vpar["parole"]);
var pOD = parseInt(vpar["paroleOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: parole,
repeating_armeCaC_ArmeCaC2OD: pOD
});
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
var sf = parseInt(vsf["sf"]);
var sOD = parseInt(vsf["sfOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: sf,
repeating_armeCaC_ArmeCaC2OD: sOD
});
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
var discretion = parseInt(vdis["discretion"]);
var dOD = parseInt(vdis["discrOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: discretion,
repeating_armeCaC_ArmeCaC2OD: dOD
});
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
var perception = parseInt(vper["perception"]);
var pOD = parseInt(vper["percOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: perception,
repeating_armeCaC_ArmeCaC2OD: pOD
});
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
var dexterite = parseInt(vdex["dexterite"]);
var dOD = parseInt(vdex["dextOD"]);
setAttrs({
repeating_armeCaC_ArmeCaC2: dexterite,
repeating_armeCaC_ArmeCaC2OD: dOD
});
});
break;
}
});
});
on(
"change:deplacement change:deplOD change:force change:forOD change:endurance change:endOD change:hargne change:hargneOD change:combat change:combOD change:instinct change:instOD change:tir change:tirOD change:savoir change:savoirOD change:technique change:technOD change:aura change:auraOD change:parole change:paroleOD change:sf change:sfOD change:discretion change:discrOD change:perception change:percOD change:dexterite change:dextOD"
, function()
{
getSectionIDs("repeating_armeCaC", function(idarray)
{
if(idarray.length > 0)
{
var count = 0;
_.each(idarray, function(currentID, i)
{
getAttrs(["repeating_armeCaC_" + currentID + "_carArmeCaC1"], function(varme1)
{
var CA1 = varme1["repeating_armeCaC_" + currentID + "_carArmeCaC1"];
switch(CA1)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var B = parseInt(vdepl["deplacement"]);
var OD = parseInt(vdepl["deplOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
B = parseInt(vfor["force"]);
OD = parseInt(vfor["forOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
B = parseInt(vend["endurance"]);
OD = parseInt(vend["endOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
B = parseInt(vhar["hargne"]);
OD = parseInt(vhar["hargneOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
B = parseInt(vcom["combat"]);
OD = parseInt(vcom["combOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
B = parseInt(vins["instinct"]);
OD = parseInt(vins["instOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
B = parseInt(vtir["tir"]);
OD = parseInt(vtir["tirOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
B = parseInt(vsav["savoir"]);
OD = parseInt(vsav["savoirOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
B = parseInt(vtec["technique"]);
OD = parseInt(vtec["technOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
B = parseInt(vaur["aura"]);
OD = parseInt(vaur["auraOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
B = parseInt(vpar["parole"]);
OD = parseInt(vpar["paroleOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
B = parseInt(vsf["sf"]);
OD = parseInt(vsf["sfOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
B = parseInt(vdis["discretion"]);
OD = parseInt(vdis["discrOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
B = parseInt(vper["perception"]);
OD = parseInt(vper["percOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
B = parseInt(vdex["dexterite"]);
OD = parseInt(vdex["dextOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC1"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC1OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
}
});
getAttrs(["repeating_armeCaC_" + currentID + "_carArmeCaC2"], function(varme2)
{
var CA2 = varme2["repeating_armeCaC_" + currentID + "_carArmeCaC2"];
switch(CA2)
{
case "deplacement":
getAttrs([
"deplacement",
"deplOD"
], function(vdepl)
{
var B = parseInt(vdepl["deplacement"]);
var OD = parseInt(vdepl["deplOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "force":
getAttrs([
"force",
"forOD"
], function(vfor)
{
B = parseInt(vfor["force"]);
OD = parseInt(vfor["forOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "endurance":
getAttrs([
"endurance",
"endOD"
], function(vend)
{
B = parseInt(vend["endurance"]);
OD = parseInt(vend["endOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "hargne":
getAttrs([
"hargne",
"hargneOD"
], function(vhar)
{
B = parseInt(vhar["hargne"]);
OD = parseInt(vhar["hargneOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "combat":
getAttrs([
"combat",
"combOD"
], function(vcom)
{
B = parseInt(vcom["combat"]);
OD = parseInt(vcom["combOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "instinct":
getAttrs([
"instinct",
"instOD"
], function(vins)
{
B = parseInt(vins["instinct"]);
OD = parseInt(vins["instOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "tir":
getAttrs([
"tir",
"tirOD"
], function(vtir)
{
B = parseInt(vtir["tir"]);
OD = parseInt(vtir["tirOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "savoir":
getAttrs([
"savoir",
"savoirOD"
], function(vsav)
{
B = parseInt(vsav["savoir"]);
OD = parseInt(vsav["savoirOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "technique":
getAttrs([
"technique",
"technOD"
], function(vtec)
{
B = parseInt(vtec["technique"]);
OD = parseInt(vtec["technOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "aura":
getAttrs([
"aura",
"auraOD"
], function(vaur)
{
B = parseInt(vaur["aura"]);
OD = parseInt(vaur["auraOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "parole":
getAttrs([
"parole",
"paroleOD"
], function(vpar)
{
B = parseInt(vpar["parole"]);
OD = parseInt(vpar["paroleOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "sangFroid":
getAttrs([
"sf",
"sfOD"
], function(vsf)
{
B = parseInt(vsf["sf"]);
OD = parseInt(vsf["sfOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "discretion":
getAttrs([
"discretion",
"discrOD"
], function(vdis)
{
B = parseInt(vdis["discretion"]);
OD = parseInt(vdis["discrOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "perception":
getAttrs([
"perception",
"percOD"
], function(vper)
{
B = parseInt(vper["perception"]);
OD = parseInt(vper["percOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
case "dexterite":
getAttrs([
"dexterite",
"dextOD"
], function(vdex)
{
B = parseInt(vdex["dexterite"]);
OD = parseInt(vdex["dextOD"]);
var Base1 = {};
Base1["repeating_armeCaC_" + currentID + "_ArmeCaC2"] = B;
var OD1 = {};
OD1["repeating_armeCaC_" + currentID + "_ArmeCaC2OD"] = OD;
setAttrs(Base1);
setAttrs(OD1);
});
break;
}
});
});
}
});
});
on(
"change:repeating_slotsTete:slotsUTete"
, function()
{
TAS.repeatingSimpleSum("slotsTete", "slotsUTete", "slotsOccupeTete");
});
on(
"change:repeating_slotsTorse:slotsUTorse"
, function()
{
TAS.repeatingSimpleSum("slotsTorse", "slotsUTorse", "slotsOccupeTorse");
});
on(
"change:repeating_slotsBG:slotsUBG"
, function()
{
TAS.repeatingSimpleSum("slotsBG", "slotsUBG", "slotsOccupeBG");
});
on(
"change:repeating_slotsJG:slotsUJG"
, function()
{
TAS.repeatingSimpleSum("slotsJG", "slotsUJG", "slotsOccupeJG");
});
on(
"change:repeating_slotsBD:slotsUBD"
, function()
{
TAS.repeatingSimpleSum("slotsBD", "slotsUBD", "slotsOccupeBD");
});
on(
"change:repeating_slotsJD:slotsUJD"
, function()
{
TAS.repeatingSimpleSum("slotsJD", "slotsUJD", "slotsOccupeJD");
});
</script>
<input type="radio" name="attr_tab" class="tab tab1" value="1" checked="checked"><span title="Dossier" class="tab tab1"></span>
<input type="radio" name="attr_tab" class="tab tab2" value="2" /><span title="Equipement" class="tab tab2"></span>
<input type="radio" name="attr_tab" class="tab tab3" value="3" /><span title="Module" class="tab tab3"></span><br/>
<input type="radio" name="attr_tab" class="tab tab4" value="4" /><span title="IA" class="tab tab4"></span>
<input type="radio" name="attr_tab" class="tab tab5" value="5" /><span title="Overdrive" class="tab tab5"></span>
<input type="radio" name="attr_tab" class="tab tab6" value="6" /><span title="Historique" class="tab tab6"></span>
<div style="float:right;background-image:url('http://img15.hostingpics.net/pics/96255327bd85e6f89aa14a2481140b5aa27c.png');height:171px;width:300px;position:absolute;top:70px;right:75px;">
</div>
<div style="margin-top:100px;">
</div>
<div class="tab-content tab1">
<div class='sheet-2colrow'>
<div class="sheet-col">
<table>
<tr>
<th class="left tab-padding-top tab-padding-left"><h4>Nom</h4></th>
<td class="tab-padding-top tab-padding-right"><input type="text" class="left" name="attr_character_name" /></td>
</tr>
<tr>
<th class="left tab-padding-left"><h4>Surnom</h4></th>
<td class="tab-padding-right"><input type="text" class="left" name="attr_surnom" /></td>
</tr>
<tr>
<th class="left tab-padding-left"><h4>Âge</h4></th>
<td class="tab-padding-right"><input type="text" class="left" name="attr_age" /></td>
</tr>
<tr>
<th class="left tab-padding-left"><h4>Archetype</h4></th>
<td class="tab-padding-right"><input type="text" class="left" name="attr_archetype" /></td>
</tr>
<tr>
<th class="left tab-padding-left"><h4>Armure</h4></th>
<td class="tab-padding-right">
<select class="left" name="attr_armure">
<option value="" selected></option>
<option value="barbarian">Barbarian</option>
<option value="bard">Bard</option>
<option value="monk">Monk</option>
<option value="necromancer">Necromancer</option>
<option value="paladin">Paladin</option>
<option value="priest">Priest</option>
<option value="psion">Psion</option>
<option value="ranger">Ranger</option>
<option value="rogue">Rogue</option>
<option value="sorcerer">Sorcerer</option>
<option value="warmaster">Warmaster</option>
<option value="warrior">Warrior</option>
<option value="wizard">Wizard</option>
</select>
</td>
</tr>
<tr>
<th class="left tab-padding-left"><h4>Haut-Fait</h4></th>
<td class="tab-padding-right"><input type="text" class="left" name="attr_hautFait" /></td>
</tr>
<tr>
<th class="left tab-padding-left"><h4>Motivation majeure</h4></th>
</tr>
<tr>
<td class="tab-padding-left tab-padding-right" colspan="2"><textarea name="attr_motivationMajeure" style="height:40px;"></textarea></td>
</tr>
<tr>
<th class="left tab-padding-left"><h4>Motivations mineures</h4></th>
</tr>
<tr>
<td class="tab-padding-left tab-padding-right tab-padding-bottom" colspan="2">
<fieldset class="repeating_motMineure">
<table style="margin:0px;padding:0px;">
<tr style="margin:0px;padding:0px;">
<td style="margin:0px;padding:0px;"><textarea name="attr_motivationMineure" style="height:40px;"></textarea></td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
<br/>
<input type="text" name="attr_carac1" class="hidden" value="1" readonly />
<input type="text" name="attr_carac1OD" class="hidden" value="0" readonly />
<input type="text" name="attr_carac2" class="hidden" value="1" readonly />
<input type="text" name="attr_carac2OD" class="hidden" value="0" readonly />
<table>
<tr>
<th><h4>Caractéristique</h4></th>
<th><h4>Caractéristique</h4></th>
<th></th>
</tr>
<tr>
<td class="tab-padding-left tab-padding-bottom">
<select name="attr_caracteristique1">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
<td class="tab-padding-bottom">
<select name="attr_caracteristique2">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
<td class="tab-padding-right tab-padding-bottom"><button type="roll" value="&{template:simple} {{Nom=@{character_name}}} {{OD=[[@{carac1OD}+@{carac2OD}]]}} {{Total=[[{[[@{carac1}+@{carac2}+?{Modificateur au jet|0}}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{carac1OD}+@{carac2OD}]] ]]}}" name="attr_jetBase"/></td>
</tr>
</table>
<br/>
<div class="Armure">
<input type="checkbox" name="attr_armure" class="checkBarb hidden" value="barbarian" />
<table class="tableBarb hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="60" style="width:100%" class="center" name="attr_armureBarbarian" value="60" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureBarbarian_max" value="60" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="60" style="width:100%" class="center" name="attr_energieBarbarian" value="60" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieBarbarian_max" value="60" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="12" style="width:100%" name="attr_cdfBarbarian" value="12" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfBarbarian_max" value="12" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkBard hidden" value="bard" />
<table class="tableBard hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" style="width:100%" class="center" max="40" name="attr_armureBard" value="40" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureBard_max" value="40" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" style="width:100%" class="center" max="80" name="attr_energieBard" value="80" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieBard_max" value="80" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="12" style="width:100%" name="attr_cdfBard" value="12" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfBard_max" value="12" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkMonk hidden" value="monk" />
<table class="tableMonk hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="60" style="width:100%" class="center" name="attr_armureMonk" value="60" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureMonk_max" value="60" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="50" style="width:100%" class="center" name="attr_energieMonk" value="50" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieMonk_max" value="50" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="14" style="width:100%" name="attr_cdfMonk" value="14" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfMonk_max" value="14" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkNecr hidden" value="necromancer" />
<table class="tableNecr hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="80" style="width:100%" class="center" name="attr_armureNecromancer" value="80" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureNecromancer_max" value="80" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="100" style="width:100%" class="center" name="attr_energieNecromancer" value="100" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieNecromancer_max" value="100" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="12" style="width:100%" name="attr_cdfNecromancer" value="12" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfNecromancer_max" value="12" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkPala hidden" value="paladin" />
<table class="tablePala hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="120" style="width:100%" class="center" name="attr_armurePaladin" value="120" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armurePaladin_max" value="120" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="20" style="width:100%" class="center" name="attr_energiePaladin" value="20" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energiePaladin_max" value="20" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="8" style="width:100%" name="attr_cdfPaladin" value="8" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfPaladin_max" value="8" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkPrie hidden" value="priest" />
<table class="tablePrie hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="70" style="width:100%" class="center" name="attr_armurePriest" value="70" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armurePriest_max" value="70" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="60" style="width:100%" class="center" name="attr_energiePriest" value="60" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energiePriest_max" value="60" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="10" style="width:100%" name="attr_cdfPriest" value="10" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfPriest_max" value="10" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkPsio hidden" value="psion" />
<table class="tablePsio hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="50" style="width:100%" class="center" name="attr_armurePsion" value="50" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armurePsion_max" value="50" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="60" style="width:100%" class="center" name="attr_energiePsion" value="60" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energiePsion_max" value="60" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="14" style="width:100%" name="attr_cdfPsion" value="14" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfPsion_max" value="14" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkRang hidden" value="ranger" />
<table class="tableRang hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="50" style="width:100%" class="center" name="attr_armureRanger" value="50" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureRanger_max" value="50" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="70" style="width:100%" class="center" name="attr_energieRanger" value="70" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieRanger_max" value="70" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="12" style="width:100%" name="attr_cdfRanger" value="12" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfRanger_max" value="12" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkRogu hidden" value="rogue" />
<table class="tableRogu hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="50" style="width:100%" class="center" name="attr_armureRogue" value="50" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureRogue_max" value="50" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="70" style="width:100%" class="center" name="attr_energieRogue" value="70" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieRogue_max" value="70" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="12" style="width:100%" name="attr_cdfRogue" value="12" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfRogue_max" value="12" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkSorc hidden" value="sorcerer" />
<table class="tableSorc hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="60" style="width:100%" class="center" name="attr_armureSorcerer" value="60" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureSorcerer_max" value="60" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="80" style="width:100%" class="center" name="attr_energieSorcerer" value="80" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieSorcerer_max" value="80" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="14" style="width:100%" name="attr_cdfSorcerer" value="14" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfSorcerer_max" value="14" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkWarm hidden" value="warmaster" />
<table class="tableWarm hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="90" style="width:100%" class="center" name="attr_armureWarmaster" value="90" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureWarmaster_max" value="90" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="40" style="width:100%" class="center" name="attr_energieWarmaster" value="40" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieWarmaster_max" value="40" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="8" style="width:100%" name="attr_cdfWarmaster" value="8" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfWarmaster_max" value="8" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkWarr hidden" value="warrior" />
<table class="tableWarr hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="100" style="width:100%" class="center" name="attr_armureWarrior" value="100" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureWarrior_max" value="100" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="40" style="width:100%" class="center" name="attr_energieWarrior" value="40" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieWarrior_max" value="40" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="8" style="width:100%" name="attr_cdfWarrior" value="8" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfWarrior_max" value="8" disabled /></td>
</tr>
</table>
<input type="checkbox" name="attr_armure" class="checkWiza hidden" value="wizard" />
<table class="tableWiza hidden">
<tr>
<td class="tab-padding-left" style="width:40%"></td>
<th style="width:30%"><h4>Actuel</h4></th>
<th class="tab-padding-right" style="width:30%"><h4>Maximum</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Armure</h4></th>
<td><input type="number" min="0" max="40" style="width:100%" class="center" name="attr_armureWizard" value="40" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_armureWizard_max" value="40" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Energie</h4></th>
<td><input type="number" min="0" max="80" style="width:100%" class="center" name="attr_energieWizard" value="80" /></td>
<td class="tab-padding-right" ><input type="number" class="center" min="0" style="width:100%" name="attr_energieWizard_max" value="80" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Champ de force</h4></th>
<td class="tab-padding-bottom"><input type="number" class="center" min="0" max="14" style="width:100%" name="attr_cdfWizard" value="14" /></td>
<td class="tab-padding-right tab-padding-bottom" ><input type="number" class="center" min="0" style="width:100%" name="attr_cdfWizard_max" value="14" disabled /></td>
</tr>
</table>
</div>
<br/>
<table>
<tr>
<th class="tab-padding-left" style="width:25%"></th>
<th style="width:25%"><h4>Actuel</h4></th>
<th style="width:25%"><h4>Maximum</h4></th>
<th class="tab-padding-right" style="25%"><h4>Modif</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Santé</h4></th>
<td><input type="number" name="attr_sante" min="0" value="0" class="center" style="width:100%" /></td>
<td><input type="number" name="attr_sante_max" min="0" class="center" style="width:100%" value="(((((@{endurance} + (((@{deplacement}+@{force}) + abs(@{deplacement}-@{force})) / 2) ) + abs(@{endurance} - (((@{deplacement}+@{force}) + abs(@{deplacement}-@{force})) / 2) )) / 2)*6)+10)+@{santeModif}" disabled /></td>
<td class="tab-padding-right" ><input type="number" name="attr_santeModif" min="0" value="0" class="center" style="width:100%" /></td>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Espoir</h4></th>
<td><input type="number" name="attr_espoir" min="0" value="50" class="center" style="width:100%" /></td>
<td><input type="number" name="attr_espoir_max" min="0" value="50+@{espoirModif}" class="center" style="width:100%" disabled /></td>
<td class="tab-padding-right"><input type="number" name="attr_espoirModif" min="0" value="0" class="center" style="width:100%" /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Héroisme</h4></th>
<td class="tab-padding-bottom"><input type="number" name="attr_heroisme" min="0" max="6" value="0" class="center" style="width:100%" /></td>
<td class="tab-padding-bottom"><input type="number" name="attr_heroisme_max" min="0" value="6+@{heroismeModif}" class="center" style="width:100%" disabled /></td>
<td class="tab-padding-bottom tab-padding-right"><input type="number" name="attr_heroismeModif" min="0" value="0" class="center" style="width:100%" /></td>
</tr>
</table>
<br/>
<input type="number" name="attr_discretionTotal" class="hidden" value="@{discretion}+@{discrOD}" disabled />
<input type="number" name="attr_perceptionTotal" class="hidden" value="@{perception}+@{percOD}" disabled />
<input type="number" name="attr_dexteriteTotal" class="hidden" value="@{dexterite}+@{dextOD}" disabled />
<input type="number" name="attr_Max1" class="hidden" value="((((@{discretionTotal}) + (@{perceptionTotal})) + abs((@{discretionTotal}) - (@{perceptionTotal}))) / 2)" disabled />
<table>
<tr>
<th class="tab-padding-left left tab-padding-top tab-padding-bottom " style="width:30%"><h4>Initiative</h4></th>
<td style="width:10%"><input type="number" class="center" name="attr_diceInitiative" value="3" style="width:100%"/></td>
<td class="right tab-padding-top tab-padding-bottom center" style="width:5%"><b>D6+</b></td>
<td style="width:40%" class="tab-padding-top tab-padding-bottom"><input type="number" name="attr_bonusInitiative" style="width:100%" value="(((@{Max1} + @{dexteriteTotal}) + abs(@{Max1} - @{dexteriteTotal})) / 2)" class="center" disabled /></td>
<td class="tab-padding-right tab-padding-top tab-padding-bottom" style="width:10%"><button type="roll" name="attr_jetInitiative" value="&{template:initiative} {{Nom=@{character_name}}} {{Initiative=[[@{diceInitiative}D6+@{bonusInitiative}]]}}" /></td>
</tr>
</table>
<br/>
<input type="number" name="attr_hargneTotal" class="hidden" value="@{hargne}+@{hargneOD}" disabled />
<input type="number" name="attr_combatTotal" class="hidden" value="@{combat}+@{combOD}" disabled />
<input type="number" name="attr_instinctTotal" class="hidden" value="@{instinct}+@{instOD}" disabled />
<input type="number" name="attr_MaxDef1" class="hidden" value="((((@{hargneTotal}) + (@{combatTotal})) + abs((@{hargneTotal}) - (@{combatTotal}))) / 2)" disabled />
<input type="number" name="attr_tirTotal" class="hidden" value="@{tir}+@{tirOD}" disabled />
<input type="number" name="attr_savoirTotal" class="hidden" value="@{savoir}+@{savoirOD}" disabled />
<input type="number" name="attr_techniqueTotal" class="hidden" value="@{technique}+@{technOD}" disabled />
<input type="number" name="attr_MaxRea1" class="hidden" value="((((@{tirTotal}) + (@{savoirTotal})) + abs((@{tirTotal}) - (@{savoirTotal}))) / 2)" disabled />
<table>
<tr>
<th style="width:25%" class="tab-padding-left"></th>
<th style="width:25%"><h4>Base</h4></th>
<th style="width:25%"><h4>Modif</h4></th>
<th style="width:25%" class="tab-padding-right"><h4>Total</h4></th>
</tr>
<tr>
<th class="tab-padding-left left"><h4>Défense</h4></th>
<td><input type="number" name="attr_defense" value="((((@{instinctTotal}) + (@{MaxDef1})) + abs((@{instinctTotal}) - (@{MaxDef1}))) / 2)" class="center" style="width:100%" disabled /></td>
<td><input type="text" name="attr_defenseModif" value="@{defBM}" class="center" style="width:100%" disabled /></td>
<td class="tab-padding-right"><input type="text" name="attr_defenseTotal" value="@{defense}@{defenseModif}" class="center" style="width:100%" disabled /></td>
</tr>
<tr>
<th class="tab-padding-left tab-padding-bottom left"><h4>Réaction</h4></th>
<td class="tab-padding-bottom"><input type="number" name="attr_reaction" value="((((@{techniqueTotal}) + (@{MaxRea1})) + abs((@{techniqueTotal}) - (@{MaxRea1}))) / 2)" class="center" style="width:100%" disabled /></td>
<td class="tab-padding-bottom"><input type="text" name="attr_reactionModif" value="@{rctBM}" class="center" style="width:100%" disabled /></td>
<td class="tab-padding-bottom tab-padding-right"><input type="text" name="attr_reactionTotal" value="@{reaction}@{reactionModif}" class="center" style="width:100%" disabled /></td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<td style="width:25%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<th style="width:45%" class="center tab-padding-right"><h4>Chair</h4></th>
</tr>
<tr>
<th class="left tab-padding-left">Déplacement</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_deplacement" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_deplOD" /></td>
<td class="tab-padding-right" rowspan="3"><input type="number" style="width:100%;height:90px;font-size:48px;font-weight:bold;" value="2" min="2" class="center" name="attr_Chair" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Force</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_force" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_forOD" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Endurance</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_endurance" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_endOD" /></td>
</tr>
<tr>
<td colspan="5" class="left tab-padding-left tab-padding-right"><textarea style="height:40px;" name="attr_chairOD"></textarea></td>
</tr>
<tr>
<td style="width:25%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<th style="width:45%" class="center tab-padding-right"><h4>Bête</h4></th>
</tr>
<tr>
<th class="left tab-padding-left">Hargne</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_hargne" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_hargneOD" /></td>
<td class="tab-padding-right" rowspan="3"><input type="number" style="width:100%;height:90px;font-size:48px;font-weight:bold;" value="2" min="2" class="center" name="attr_bete" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Combat</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_combat" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_combOD" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Instinct</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_instinct" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_instOD" /></td>
</tr>
<tr>
<td colspan="5" class="left tab-padding-left tab-padding-right"><textarea style="height:40px;" name="attr_beteOD"></textarea></td>
</tr>
<tr>
<td style="width:25%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<th style="width:45%" class="center tab-padding-right"><h4>Machine</h4></th>
</tr>
<tr>
<th class="left tab-padding-left">Tir</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_tir" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_tirOD" /></td>
<td class="tab-padding-right" rowspan="3"><input type="number" style="width:100%;height:90px;font-size:48px;font-weight:bold;" value="2" min="2" class="center" name="attr_machine" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Savoir</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_savoir" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_savoirOD" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Technique</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_technique" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_technOD" /></td>
</tr>
<tr>
<td colspan="5" class="left tab-padding-left tab-padding-right"><textarea style="height:40px;" name="attr_machineOD"></textarea></td>
</tr>
<tr>
<td style="width:25%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<th style="width:45%" class="center tab-padding-right"><h4>Dame</h4></th>
</tr>
<tr>
<th class="left tab-padding-left">Aura</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_aura" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_auraOD" /></td>
<td class="tab-padding-right" rowspan="3"><input type="number" style="width:100%;height:90px;font-size:48px;font-weight:bold;" value="2" min="2" class="center" name="attr_dame" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Parole</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_parole" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_paroleOD" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Sang-Froid</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_sf" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_sfOD" /></td>
</tr>
<tr>
<td colspan="5" class="left tab-padding-left tab-padding-right"><textarea style="height:40px;" name="attr_dameOD"></textarea></td>
</tr>
<tr>
<td style="width:25%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<td style="width:10%"></td>
<th style="width:45%" class="center tab-padding-right"><h4>Masque</h4></th>
</tr>
<tr>
<th class="left tab-padding-left">Discrétion</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_discretion" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_discrOD" /></td>
<td class="tab-padding-right" rowspan="3"><input type="number" style="width:100%;height:90px;font-size:48px;font-weight:bold;" value="2" min="2" class="center" name="attr_masque" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Perception</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_perception" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_percOD" /></td>
</tr>
<tr>
<th class="left tab-padding-left">Dextérité</th>
<td><input type="number" class="center" value="1" min="1" style="width:100%;" name="attr_dexterite" /></td>
<th>OD</th>
<td><input type="number" class="center" value="0" min="0" style="width:100%;" name="attr_dextOD" /></td>
</tr>
<tr>
<td colspan="5" class="left tab-padding-left tab-padding-right tab-padding-bottom"><textarea style="height:40px;" name="attr_masqueOD"></textarea></td>
</tr>
</table>
</div>
</div>
</div>
<div class="tab-content tab2">
<table>
<tr>
<th colspan="6"><h4>Portée</h4></th>
</tr>
<tr>
<th class="tab-padding-left center"><h6 class="black">Contact</h6></th>
<th class="center"><h6 class="black">Courte</h6></th>
<th class="center"><h6 class="black">Moyenne</h6></th>
<th class="center"><h6 class="black">Longue</h6></th>
<th class="center"><h6 class="black">Lointaine</h6></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left center">0 à 2m</td>
<td class="tab-padding-bottom center">2 à 15m</td>
<td class="tab-padding-bottom center">15 à 50m</td>
<td class="tab-padding-bottom center">50 à 300m</td>
<td class="tab-padding-right tab-padding-bottom center">+ de 300m</td>
</tr>
</table>
<br/>
<div class="sheet-2colrow">
<div class="sheet-col">
<input type="text" name="attr_atkBM" class="hidden" readonly />
<input type="text" name="attr_dgtBM" class="hidden" readonly />
<input type="text" name="attr_rctBM" class="hidden" readonly />
<input type="text" name="attr_defBM" class="hidden" readonly />
<table>
<tr>
<th class="tab-padding-top tab-padding-right tab-padding-left"><h4>Style de Combat</h4></th>
</tr>
<tr>
<td class="tab-padding-right tab-padding-left">
<select name="attr_styleCombat">
<option value="standard" selected>Standard</option>
<option value="couvert">À Couvert</option>
<option value="agressif">Agressif</option>
<option value="akimbo">Akimbo</option>
<option value="ambidextre">Ambidextre</option>
<option value="defensif">Défensif</option>
</select>
</td>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-right tab-padding-left"><textarea name="attr_styleCombatDescr" style="height:40px;" readonly ></textarea></td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<th class="tab-padding-top tab-padding-right tab-padding-left"><h4>Effet des armes</h4></th>
</tr>
<tr>
<td class="tab-padding-right tab-padding-left">
<select name="attr_effetArmes">
<option value="" selected></option>
<option value="Ignore la valeur de bouclier et de chair exceptionnel de la créature prise pour cible. Les PA de la cible puis ses PV sont directement touché.">Anti Anathème</option>
<option value="Si l'arme tire sur un véhicule ou un colosse elle inflige ses dégâts normaux et n'a pas besoin d'infliger des tranches de 10 points de dégâts pour en infliger 1 à ces énormes ennemi.">Anti Véhicule</option>
<option value="L'arme peut tirée sans ligne de vue ni malus de portée. La cible ne bénéficie d'aucun bonus de couvert.">Artillerie</option>
<option value="Chaque réussite au dessus du score de réaction ou de défense de la cible permet de lui infliger 1 point de dégât supplémentaire.">Assistance à l'attaque</option>
<option value="Il est possible de sacrifier ses dégâts ou sa violence pour diminué la défense et la réaction de la bande ou du PNJ ciblé d'un nombre de points égal à X jusqu'au début du prochain tour.">Barrage X</option>
<option value="Définie le nombre de munition et d'utilisation par mission de l'objet.">Chargeur X</option>
<option value="Si le jet de toucher avec l'arme est supérieur au score de chair de la cible celle ci perd ses X prochaine actions. Cette effet ne fonctionne pas contre les bandes. Effet non cumulable.">Choc X</option>
<option value="L'utilisateur bénéficie d'un bonus en défense ou en réaction de X.">Défense X / Réaction X</option>
<option value="Utiliser à une main une arme possédant cet effet est impossible, l'arme étant trop lourde ou possédant trop de recul pour toucher efficacement.">Deux Mains</option>
<option value="L'arme peut toucher un nombre X d'ennemis distant de moins de deux mètres les uns des autres.">Dispersion X</option>
<option value="L'arme inflige X dégâts tous les tours durant 1D6 tour.">Dégâts Continue X</option>
<option value="Avec une attaque réussie, l'arme enlève 2 points au score de débordement. Cet effet est cumulable.">Démoralisant</option>
<option value="L'arme permet de désigner une cible une fois part tour. Son utilisateur et ses alliés possède un bonus d'une réussite automatique pour touché la cible et ignore les échecs critiques. Effet non cumulable.">Désignation</option>
<option value="Si l'arme des dégâts a une armure on ajoute 2D6 au total des dégâts.">Destructeur</option>
<option value="Si le PJ tue un hostile ou un salopard avec cette arme, il peut effectuer gratuitement au même tour et a la même initiative une autre attaque contre un hostile ou un salopard.">En Chaîne</option>
<option value="L'utilisateur peut infligé des dégâts d’espérance pour enlevé le désespoir de la cible ">Espérance</option>
<option value="Si l'arme est utilisée contre une cible ayant un score de chair de 10 ou plus la violence de l'arme est augmenté de 4D6.">Fureur</option>
<option value="La santé de la cible est directement touchée si les dégâts passent le CdF ou le bouclier.">Ignore Armure</option>
<option value="L'arme ignore purement et simplement le champ de force de l'adversaire.">Ignore Champs de Force</option>
<option value="Lorsque l'arme est utilisé son utilisateur ajoute sa force multiplié part deux lorsqu'il calcul ses dégâts">Leste</option>
<option value="Si le personnage utilise cette arme il perd son action de déplacement. Si il a bougé avant il ne peut pas utilisé son arme se tour si.">Lourd</option>
<option value="Quand l'arme frappe une créature ou une bande de l'anathème ses scores de défense et de réaction sont réduits d'une valeur X durant le tour suivant.">Lumière X</option>
<option value="Si l'arme impact la santé de la cible on ajoute 2d6 au dégâts.">Meurtrier</option>
<option value="inflige toujours le maximum de dégâts">Oblitération</option>
<option value="Lors des calcul de dégâts de cette arme l'utilisateur ajoute sa dextérité au total.">Orfévrerie</option>
<option value="L'arme ignore une valeur X du champ de force de la cible. Ne fonctionne pas contre un score de bouclier.">Pénétrant X</option>
<option value="L'arme ignore une valeur X de l'armure de la cible. Si la valeur est égale ou supérieur au point d'armure le total de PA est ignoré et l'arme attaqué directement les points de vie.">Perce Armure X</option>
<option value="L'utilisateur ajoute sa valeur de tir + OD au dégâts de l'arme ">Précision X</option>
<option value="Le personnage ne peut être repéré par un PNJ lorsqu'il utilise l’arme.">Silencieux</option>
<option value="Moitié de dégâts contre les humains ">Ténébricité</option>
<option value="Le personnage peut tirer a couvert sans bénéficié du malus au tir.">Tir en sécurité</option>
<option value="Si l'arme est utilisé contre une bande avec une valeur de chair de moins de 10, la violence est augmentée de 2D6.">Ultra-Violence</option>
</select>
</td>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-right tab-padding-left"><textarea name="attr_effetArmesD" style="height:80px;text-align:justify" readonly >Ignore la valeur de bouclier et de chair exceptionnel de la créature prise pour cible. Les PA de la cible puis ses PV sont directement touché.</textarea></td>
</tr>
</table>
</div>
</div>
<br/>
<table>
<tr>
<th><h2>Armes à distances</h2></th>
</tr>
<tr>
<td style="padding:0px;">
<table>
<tr>
<th style="width:20%" class="tab-padding-left"><h4>Arme</h4></th>
<th style="width:10%"><h4>Dégâts</h4></th>
<th style="width:10%"><h4>Violence</h4></th>
<th style="width:10%"><h4>Portée</h4></th>
<th style="width:20%"><h4>Caractéristique</h4></th>
<th style="width:20%"><h4>Caractéristique</h4></th>
<th style="width:5%" class="tab-padding-right"></th>
</tr>
</table>
</td>
</tr>
<tr>
<td style="padding:0px;">
<fieldset class="repeating_armeDist">
<input type="number" name="attr_ArmeDist1" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeDist1OD" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeDist2" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeDist2OD" class="hidden" value="0" readonly />
<table>
<tr>
<td style="width:20%" class="tab-padding-left"><input type="text" name="attr_ArmeDist"/></td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeDistDegat" value="1" style="width:100%" /></td>
<td style="width:4%" class="center">d6+</td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeDistBDegat" value="0" style="width:100%" /></td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeDistViolence" value="1" style="width:100%" /></td>
<td style="width:4%" class="center">d6+</td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeDistBViolence" value="0" style="width:100%" /></td>
<td style="width:10%">
<select name="attr_armeDistPortee">
<option value="Contact">Contact</option>
<option value="Courte">Courte</option>
<option value="Moyenne">Moyenne</option>
<option value="Longue">Longue</option>
<option value="Lointaine">Lointaine</option>
</select>
</td>
<td style="width:20%">
<select name="attr_carArmeDist1">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
<td style="width:20%">
<select name="attr_carArmeDist2">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
<td style="width:5%" class="tab-padding-right center">
<button type="roll" value="&{template:attaque} {{Nom=@{character_name}}} {{Arme=@{ArmeDist}}} {{OD=[[@{ArmeDist1OD}+@{ArmeDist2OD}]]}} {{Total=[[{[[@{ArmeDist1}+@{ArmeDist2}@{atkBM}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{ArmeDist1OD}+@{ArmeDist1OD}]] ]]}} {{Degats=[[ [[(@{armeDistDegat}+ ?{Modificateur de dégâts|0})@{dgtBM}]]d6+@{armeDistBDegat} ]]}} {{Violence=[[ [[@{armeDistViolence}+?{Modificateur de violence|0}]]d6+@{armeDistBViolence}]] ]]}} {{Portee=@{armeDistPortee}}} {{Notes=@{notesArmesDist}}}" name="attr_jetDist"/>
</td>
</tr>
<tr>
<td colspan="11" class="tab-padding-left tab-padding-right"><textarea name="attr_notesArmesDist" style="height:40px;"></textarea></td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h2>Armes de mêlée</h2></th>
</tr>
<tr>
<td style="padding:0px;">
<table>
<tr>
<th style="width:20%" class="tab-padding-left"><h4>Arme</h4></th>
<th style="width:10%"><h4>Dégâts</h4></th>
<th style="width:10%"><h4>Violence</h4></th>
<th style="width:10%"><h4>Portée</h4></th>
<th style="width:20%"><h4>Caractéristique</h4></th>
<th style="width:20%"><h4>Caractéristique</h4></th>
<th style="width:5%" class="tab-padding-right"></th>
</tr>
</table>
</td>
</tr>
<tr>
<td style="padding:0px;">
<fieldset class="repeating_armeCaC">
<input type="number" name="attr_ArmeCaC1" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeCaC1OD" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeCaC2" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeCaC2OD" class="hidden" value="0" readonly />
<table>
<tr>
<td style="width:20%" class="tab-padding-left"><input type="text" name="attr_ArmeCaC"/></td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeCaCDegat" value="1" style="width:100%" /></td>
<td style="width:4%" class="center">d6+</td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeCaCBDegat" value="0" style="width:100%" /></td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeCaCViolence" value="1" style="width:100%" /></td>
<td style="width:4%" class="center">d6+</td>
<td style="width:3%"><input type="number" class="center" style="width:100%;" name="attr_armeCaCBViolence" value="0" style="width:100%" /></td>
<td style="width:10%">
<select name="attr_armeCaCPortee">
<option value="Contact">Contact</option>
<option value="Courte">Courte</option>
<option value="Moyenne">Moyenne</option>
<option value="Longue">Longue</option>
<option value="Lointaine">Lointaine</option>
</select>
</td>
<td style="width:20%">
<select name="attr_carArmeCaC1">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
<td style="width:20%">
<select name="attr_carArmeCaC2">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
<td style="width:5%" class="tab-padding-right center">
<button type="roll" value="&{template:attaque} {{Nom=@{character_name}}} {{Arme=@{ArmeCaC}}} {{OD=[[@{ArmeCaC1OD}+@{ArmeCaC2OD}]]}} {{Total=[[{[[@{ArmeCaC1}+@{ArmeCaC2}+?{Modificateur de jet|0}@{atkBM}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{ArmeCaC1OD}+@{ArmeCaC1OD}}]] ]]}} {{Degats=[[ [[(@{armeCaCDegat}+?{Modificateur de dégâts|0})@{dgtBM}]]d6+@{armeCaCBDegat} ]]}} {{Violence=[[ [[@{armeCaCViolence}+?{Modificateur de violence|0}]]d6+@{armeCaCBViolence} ]]}} {{Portee=@{armeCaCPortee}}} {{Notes=@{notesArmesCaC}}}" name="attr_jetCaC"/>
</td>
</tr>
<tr>
<td colspan="11" class="tab-padding-left tab-padding-right"><textarea name="attr_notesArmesCaC" style="height:40px;"></textarea></td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
<br/>
<div class="sheet-2colrow">
<div class="sheet-col">
<input type="number" name="attr_ArmeGrenade1" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeGrenade1OD" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeGrenade2" class="hidden" value="0" readonly />
<input type="number" name="attr_ArmeGrenade2OD" class="hidden" value="0" readonly />
<table>
<tr>
<th colspan="6"><h4>Grenades</h4></th>
</tr>
<tr>
<td style="width:25%;padding-right:5px;" class="right"><h6 class="black">Restantes</h6></td>
<td style="width:15%"><input type="number" class="center" name="attr_grenade" value="5" style="width:100%" /></td>
<td style="width:5%" class="center">/</td>
<td style="width:15%"><input type="number" class="center" name="attr_grenade_max" value="5" style="width:100%" disabled /></td>
<td style="width:35%"></td>
<td style="width:5%"></td>
</tr>
<tr>
<td></td>
<td colspan="3">
<select name="attr_caracGrenade1">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
<td>
<select name="attr_caracGrenade2">
<option value="" selected></option>
<option value="deplacement">Déplacement</option>
<option value="force">Force</option>
<option value="endurance">Endurance</option>
<option value="hargne">Hargne</option>
<option value="combat">Combat</option>
<option value="instinct">Instinct</option>
<option value="tir">Tir</option>
<option value="savoir">Savoir</option>
<option value="technique">Technique</option>
<option value="aura">Aura</option>
<option value="parole">Parole</option>
<option value="sangFroid">Sang-Froid</option>
<option value="discretion">Discrétion</option>
<option value="perception">Perception</option>
<option value="dexterite">Dextérité</option>
</select>
</td>
</tr>
<tr>
<input type="text" class="hidden" name="attr_nomGrenade1" value="Shrapnel" />
<input type="text" class="hidden" name="attr_descGrenade1" value="Ultraviolence / Meutrier / Dispersion 6" />
<td style="vertical-align:middle;border-bottom:1px solid black;padding-left:5px;"><h6 class="black"><span name="attr_nomGrenade1">Shrapnel</span></h6></td>
<td colspan="4" style="vertical-align:middle;border-bottom:1px solid black;"><span name="attr_descGrenade1">Ultraviolence / Meutrier / Dispersion 6</span></td>
<td style="vertical-align:middle;border-bottom:1px solid black;"><button type="roll" name="attr_jetGrenade1" value="&{template:attaque} {{Nom=@{character_name}}} {{Arme=@{nomGrenade1}}} {{OD=[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}]]}} {{Total=[[{ [[@{ArmeGrenade1}+@{ArmeGrenade2}+?{Modificateur de jet|0}@{atkBM}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}}]] ]]}} {{Degats=[[ [[((3+?{Meurtrier ?| Non, [[0]] |Oui,[[2]] })@{dgtBM})]]d6]]}} {{Violence=[[(3+?{Ultraviolence ?| Non, [[0]] |Oui,[[3]] })d6]]}} {{Notes=@{descGrenade1}}}" /></td>
</tr>
<tr>
<input type="text" class="hidden" name="attr_nomGrenade2" value="Flashbang" />
<input type="text" class="hidden" name="attr_descGrenade2" value="Choc 1 / Barrage 2 / Lumière 2 / Dispersion (Aucun dégâts/violence)" />
<td style="vertical-align:middle;border-bottom:1px solid black;padding-left:5px;"><h6 class="black"><span name="attr_nomGrenade2">Flashbang</span></h6></td>
<td colspan="4" style="vertical-align:middle;border-bottom:1px solid black;"><span name="attr_descGrenade2">Choc 1 / Barrage 2 / Lumière 2 / Dispersion (Aucun dégâts/violence)</span></td>
<td style="vertical-align:middle;border-bottom:1px solid black;"><button type="roll" name="attr_jetGrenade2" value="&{template:attaque} {{Nom=@{character_name}}} {{Arme=@{nomGrenade2}}} {{OD=[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}]]}} {{Total=[[{[[@{ArmeGrenade1}+@{ArmeGrenade2}+?{Modificateur de jet|0}@{atkBM}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}}]] ]]}} {{Degats=[[0@{dgtBM}]]}} {{Violence=[[(0]]}} {{Notes=@{descGrenade2}}}" /></td>
</tr>
<tr>
<input type="text" class="hidden" name="attr_nomGrenade3" value="Anti-Blindage" />
<input type="text" class="hidden" name="attr_descGrenade3" value="Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6" />
<td style="vertical-align:middle;border-bottom:1px solid black;padding-left:5px;"><h6 class="black"><span name="attr_nomGrenade3">Anti-Blindage</span></h6></td>
<td colspan="4" style="vertical-align:middle;border-bottom:1px solid black;"><span name="attr_descGrenade3">Destructeur / Perce Armure 20 / Pénétrant 6 / Dispersion 6</span></td>
<td style="vertical-align:middle;border-bottom:1px solid black;"><button type="roll" name="attr_jetGrenade3" value="&{template:attaque} {{Nom=@{character_name}}} {{Arme=@{nomGrenade3}}} {{OD=[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}]]}} {{Total=[[{[[@{ArmeGrenade1}+@{ArmeGrenade2}+?{Modificateur de jet|0}@{atkBM}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}}]] ]]}} {{Degats=[[ [[((3+?{Destructeur ?| Non, [[0]] |Oui,[[2]] })@{dgtBM})]]d6]]}} {{Violence=[[3d6]]}} {{Notes=@{descGrenade3}}}" /></td>
</tr>
<tr>
<input type="text" class="hidden" name="attr_nomGrenade4" value="IEM" />
<input type="text" class="hidden" name="attr_descGrenade4" value="Choc 2 / Dispersion 6" />
<td style="vertical-align:middle;border-bottom:1px solid black;padding-left:5px;"><h6 class="black"><span name="attr_nomGrenade4">IEM</span></h6></td>
<td colspan="4" style="vertical-align:middle;border-bottom:1px solid black;"><span name="attr_descGrenade4">Choc 2 / Dispersion 6</span></td>
<td style="vertical-align:middle;border-bottom:1px solid black;"><button type="roll" name="attr_jetGrenade4" value="&{template:attaque} {{Nom=@{character_name}}} {{Arme=@{nomGrenade4}}} {{OD=[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}]]}} {{Total=[[{[[@{ArmeGrenade1}+@{ArmeGrenade2}+?{Modificateur de jet|0}@{atkBM}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}}]] ]]}} {{Degats=[[ [[3@{dgtBM}]]d6]]}} {{Violence=[[3d6]]}} {{Notes=@{descGrenade4}}}" /></td>
</tr>
<tr>
<input type="text" class="hidden" name="attr_nomGrenade5" value="Explosive" />
<input type="text" class="hidden" name="attr_descGrenade5" value="+3D6 sur véhicule / Dispersion 3 / Choc 1" />
<td style="vertical-align:middle;padding-bottom:15px;padding-left:5px;"><h6 class="black"><span name="attr_nomGrenade5">Explosive</span></h6></td>
<td colspan="4" style="vertical-align:middle;padding-bottom:15px;"><span name="attr_descGrenade5">+3D6 sur véhicule / Dispersion 3 / Choc 1</span></td>
<td style="vertical-align:middle;padding-bottom:15px;"><button type="roll" name="attr_jetGrenade5" value="&{template:attaque} {{Nom=@{character_name}}} {{Arme=@{nomGrenade5}}} {{OD=[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}]]}} {{Total=[[{[[@{ArmeGrenade1}+@{ArmeGrenade2}+?{Modificateur de jet|0}@{atkBM}]]d6cs2cs4cs6cf1cf3cf5s%2}=0+[[@{ArmeGrenade1OD}+@{ArmeGrenade2OD}}]] ]]}} {{Degats=[[ [[((3+?{Véhicule ?| Non, [[0]] |Oui,[[3]] })@{dgtBM})]]d6]]}} {{Violence=[[3d6]]}} {{Notes=@{descGrenade5}}}" /></td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<th colspan="5"><h4>Nods</h4></th>
</tr>
<tr>
<th style="width:50%;" class="left tab-padding-left"><h6 class="black">Soin</h6></th>
<td style="width:20%;"><input type="number" class="center" style="width:100%;" value="3" name="attr_nodsSoin" /></td>
<td style="width:5%;" class="center"><b>/</b></td>
<td style="width:20%;"><input type="number" class="center" style="width:100%;" value="3" name="attr_nodsSoin_max" disabled /></td>
<td style="width:5%;" class="tab-padding-right"><button type="roll" name="attr_jetNodsSoin" value="&{template:nods} {{Nom=@{character_name}}} {{Nods=Nod de soin}} {{Total=[[1D6]]}}" /></td>
</tr>
<tr>
<th class="left tab-padding-left"><h6 class="black">Armure</h6></th>
<td><input type="number" class="center" style="width:100%;" value="3" name="attr_nodsArmure" /></td>
<td class="center"><b>/</b></td>
<td><input type="number" class="center" style="width:100%;" value="3" name="attr_nodsArmure_max" disabled /></td>
<td class="tab-padding-right"><button type="roll" name="attr_jetNodsArmure" value="&{template:nods} {{Nom=@{character_name}}} {{Nods=Nod d'armure}} {{Total=[[1D6]]}}" /></td>
</tr>
<tr>
<th class="left tab-padding-bottom tab-padding-left"><h6 class="black">Energie</h6></th>
<td class="tab-padding-bottom"><input type="number" class="center" style="width:100%;" value="3" name="attr_nodsEnergie" /></td>
<td class="center tab-padding-bottom"><b>/</b></td>
<td class="tab-padding-bottom"><input type="number" class="center" style="width:100%;" value="3" name="attr_nodsEnergie_max" disabled /></td>
<td class="tab-padding-bottom tab-padding-right"><button type="roll" name="attr_jetNodsArmure" value="&{template:nods} {{Nom=@{character_name}}} {{Nods=Nod d'energie}} {{Total=[[1D6]]}}" /></td>
</tr>
</table>
</div>
</div>
</div>
<div class="tab-content tab3">
<div class="sheet-3colrow">
<div class="sheet-col">
<table>
<tr>
<th colspan="3"><h2>Tête</h2></th>
</tr>
<tr>
<td class="left tab-padding-left" style="width:70%"><h6 class="black">Slots Maximum</h6></td>
<td style="width:30%"><input type="number" class="center" name="attr_slotTeteMax" style="width:100%" readonly /></td>
</tr>
<input type="number" name="attr_slotsOccupeTete" class="hidden" value="0" />
<tr>
<td class="left tab-padding-left"><h6 class="black">Slots Restants</h6></td>
<td><input type="number" class="center" name="attr_slotTete" style="width:100%" value="@{slotTeteMax}-@{slotsOccupeTete}" disabled /></td>
</tr>
<tr>
<td colspan="2">
<table>
<tr>
<th class="center" style="width:30%"><h6 class="black">Slots</h6></th>
<th class="center" style="width:70%"><h6 class="black">Module</h6></th>
</tr>
<tr>
<td colspan="2">
<fieldset class="repeating_slotsTete">
<table>
<tr>
<td style="width:30%"><input type="number" class="center" style="width:100%" name="attr_slotsUTete" /></td>
<td style="width:70%"><input type="text" class="center" name="attr_slotsNTete" /></td>
</tr>
<tr>
<td colspan="2">
<textarea style="height:40px;" name="attr_slotsDTete"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
<tr>
<td colspan="2" class="tab-padding-bottom"></td>
</tr>
</table>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<th colspan="3"><h2>Bras Gauche</h2></th>
</tr>
<tr>
<td class="left tab-padding-left" style="width:70%"><h6 class="black">Slots Maximum</h6></td>
<td style="width:30%"><input type="number" class="center" name="attr_slotBGMax" style="width:100%" readonly /></td>
</tr>
<input type="number" name="attr_slotsOccupeBG" class="hidden" value="0" />
<tr>
<td class="left tab-padding-left"><h6 class="black">Slots Restants</h6></td>
<td><input type="number" class="center" name="attr_slotBG" style="width:100%" value="@{slotBGMax}-@{slotsOccupeBG}" disabled /></td>
</tr>
<tr>
<td colspan="2">
<table>
<tr>
<th class="center" style="width:30%"><h6 class="black">Slots</h6></th>
<th class="center" style="width:70%"><h6 class="black">Module</h6></th>
</tr>
<tr>
<td colspan="2">
<fieldset class="repeating_slotsBG">
<table>
<tr>
<td style="width:30%"><input type="number" class="center" style="width:100%" name="attr_slotsUBG" /></td>
<td style="width:70%"><input type="text" class="center" name="attr_slotsNBG" /></td>
</tr>
<tr>
<td colspan="2">
<textarea style="height:40px;" name="attr_slotsDBG"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
<tr>
<td colspan="2" class="tab-padding-bottom"></td>
</tr>
</table>
</td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<th colspan="3"><h2>Torse</h2></th>
</tr>
<tr>
<td class="left tab-padding-left" style="width:70%"><h6 class="black">Slots Maximum</h6></td>
<td style="width:30%"><input type="number" class="center" name="attr_slotTorseMax" style="width:100%" readonly /></td>
</tr>
<input type="number" name="attr_slotsOccupeTorse" class="hidden" value="0" />
<tr>
<td class="left tab-padding-left"><h6 class="black">Slots Restants</h6></td>
<td><input type="number" class="center" name="attr_slotTorse" style="width:100%" value="@{slotTorseMax}-@{slotsOccupeTorse}" disabled /></td>
</tr>
<tr>
<td colspan="2">
<table>
<tr>
<th class="center" style="width:30%"><h6 class="black">Slots</h6></th>
<th class="center" style="width:70%"><h6 class="black">Module</h6></th>
</tr>
<tr>
<td colspan="2">
<fieldset class="repeating_slotsTorse">
<table>
<tr>
<td style="width:30%"><input type="number" class="center" style="width:100%" name="attr_slotsUTorse" /></td>
<td style="width:70%"><input type="text" class="center" name="attr_slotsNTorse" /></td>
</tr>
<tr>
<td colspan="2">
<textarea style="height:40px;" name="attr_slotsDTorse"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
<tr>
<td colspan="2" class="tab-padding-bottom"></td>
</tr>
</table>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<th colspan="3"><h2>Jambe Gauche</h2></th>
</tr>
<tr>
<td class="left tab-padding-left" style="width:70%"><h6 class="black">Slots Maximum</h6></td>
<td style="width:30%"><input type="number" class="center" name="attr_slotJGMax" style="width:100%" readonly /></td>
</tr>
<input type="number" name="attr_slotsOccupeJG" class="hidden" value="0" />
<tr>
<td class="left tab-padding-left"><h6 class="black">Slots Restants</h6></td>
<td><input type="number" class="center" name="attr_slotJG" style="width:100%" value="@{slotJGMax}-@{slotsOccupeJG}" disabled /></td>
</tr>
<tr>
<td colspan="2">
<table>
<tr>
<th class="center" style="width:30%"><h6 class="black">Slots</h6></th>
<th class="center" style="width:70%"><h6 class="black">Module</h6></th>
</tr>
<tr>
<td colspan="2">
<fieldset class="repeating_slotsJG">
<table>
<tr>
<td style="width:30%"><input type="number" class="center" style="width:100%" name="attr_slotsUJG" /></td>
<td style="width:70%"><input type="text" class="center" name="attr_slotsNJG" /></td>
</tr>
<tr>
<td colspan="2">
<textarea style="height:40px;" name="attr_slotsDJG"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
<tr>
<td colspan="2" class="tab-padding-bottom"></td>
</tr>
</table>
</td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<th colspan="3"><h2>Bras droit</h2></th>
</tr>
<tr>
<td class="left tab-padding-left" style="width:70%"><h6 class="black">Slots Maximum</h6></td>
<td style="width:30%"><input type="number" class="center" name="attr_slotBDMax" style="width:100%" readonly /></td>
</tr>
<input type="number" name="attr_slotsOccupeBD" class="hidden" value="0" />
<tr>
<td class="left tab-padding-left"><h6 class="black">Slots Restants</h6></td>
<td><input type="number" class="center" name="attr_slotBD" style="width:100%" value="@{slotBDMax}-@{slotsOccupeBD}" disabled /></td>
</tr>
<tr>
<td colspan="2">
<table>
<tr>
<th class="center" style="width:30%"><h6 class="black">Slots</h6></th>
<th class="center" style="width:70%"><h6 class="black">Module</h6></th>
</tr>
<tr>
<td colspan="2">
<fieldset class="repeating_slotsBD">
<table>
<tr>
<td style="width:30%"><input type="number" class="center" style="width:100%" name="attr_slotsUBD" /></td>
<td style="width:70%"><input type="text" class="center" name="attr_slotsNBD" /></td>
</tr>
<tr>
<td colspan="2">
<textarea style="height:40px;" name="attr_slotsDBDe"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
<tr>
<td colspan="2" class="tab-padding-bottom"></td>
</tr>
</table>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<th colspan="3"><h2>Jambe Droite</h2></th>
</tr>
<tr>
<td class="left tab-padding-left" style="width:70%"><h6 class="black">Slots Maximum</h6></td>
<td style="width:30%"><input type="number" class="center" name="attr_slotJDMax" style="width:100%" readonly /></td>
</tr>
<input type="number" name="attr_slotsOccupeJD" class="hidden" value="0" />
<tr>
<td class="left tab-padding-left"><h6 class="black">Slots Restants</h6></td>
<td><input type="number" class="center" name="attr_slotJD" style="width:100%" value="@{slotJDMax}-@{slotsOccupeJD}" disabled /></td>
</tr>
<tr>
<td colspan="2">
<table>
<tr>
<th class="center" style="width:30%"><h6 class="black">Slots</h6></th>
<th class="center" style="width:70%"><h6 class="black">Module</h6></th>
</tr>
<tr>
<td colspan="2">
<fieldset class="repeating_slotsJD">
<table>
<tr>
<td style="width:30%"><input type="number" class="center" style="width:100%" name="attr_slotsUJD" /></td>
<td style="width:70%"><input type="text" class="center" name="attr_slotsNJD" /></td>
</tr>
<tr>
<td colspan="2">
<textarea style="height:40px;" name="attr_slotsDJD"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
<tr>
<td colspan="2" class="tab-padding-bottom"></td>
</tr>
</table>
</td>
</tr>
</table>
</div>
</div>
</div>
<div class="tab-content tab4">
<div class="sheet-2colrow">
<div class="sheet-col">
<table>
<tr>
<th class="left tab-padding-left"><h3>Nom</h3></th>
<td class="tab-padding-right"><input type="text" name="attr_nomIA" /></td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Notes</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab tab-padding-left tab-padding-right">
<fieldset class="repeating_notesIA">
<table>
<tr>
<td><textarea name="attr_notesIA" style="height:40px;"></textarea></td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<th><h4>Caractère</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right"><textarea name="attr_caractereIA" style="height:100px;"></textarea></td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Atout</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right"><textarea name="attr_atoutIA" style="height:100px;"></textarea></td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Handicap</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right"><textarea name="attr_handicapIA" style="height:100px;"></textarea></td>
</tr>
</table>
</div>
</div>
</div>
<div class="tab-content tab5">
<div class="sheet-2colrow">
<div class="sheet-col">
<table>
<tr>
<th><h4>Overdrive</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab tab-padding-left tab-padding-right">
<fieldset class="repeating_OD">
<table>
<tr>
<td><input type="text" name="attr_nomOD" /></td>
<td>
<select name="attr_typeOD">
<option value="Deplacement">Déplacement</option>
<option value="Force">Force</option>
<option value="Endurance">Endurance</option>
<option value="Hargne">Hargne</option>
<option value="Combat">Combat</option>
<option value="Instinct">Instinct</option>
<option value="Tir">Tir</option>
<option value="Savoir">Savoir</option>
<option value="Technique">Technique</option>
<option value="Aura">Aura</option>
<option value="Parole">Parole</option>
<option value="Sang-Froid">Sang-Froid</option>
<option value="Discretion">Discrétion</option>
<option value="Perception">Perception</option>
<option value="Dextérite">Dextérité</option>
</select>
</td>
</tr>
<tr>
<td colspan="2"><textarea name="attr_descOD" style="height:40px;"></textarea></td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<th><h4>Overdrive</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab tab-padding-left tab-padding-right">
<fieldset class="repeating_OD2">
<table>
<tr>
<td><input type="text" name="attr_nomOD2" /></td>
<td>
<select name="attr_typeOD2">
<option value="Deplacement">Déplacement</option>
<option value="Force">Force</option>
<option value="Endurance">Endurance</option>
<option value="Hargne">Hargne</option>
<option value="Combat">Combat</option>
<option value="Instinct">Instinct</option>
<option value="Tir">Tir</option>
<option value="Savoir">Savoir</option>
<option value="Technique">Technique</option>
<option value="Aura">Aura</option>
<option value="Parole">Parole</option>
<option value="Sang-Froid">Sang-Froid</option>
<option value="Discretion">Discrétion</option>
<option value="Perception">Perception</option>
<option value="Dextérite">Dextérité</option>
</select>
</td>
</tr>
<tr>
<td colspan="2"><textarea name="attr_descOD2" style="height:40px;"></textarea></td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
</div>
</div>
</div>
<div class="tab-content tab6">
<div class="sheet-2colrow">
<div class="sheet-col">
<table>
<tr>
<th colspan="3"><h4>Expérience</h4></th>
</tr>
<tr>
<th class="tab-padding-left"><h6 class="black">Actuel</h6></th>
<th><h6 class="black">Utilisé</h6></th>
<th class="tab-padding-right"><h6 class="black">Total</h6></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left"><input type="number" style="width:100%" class="center" value="0" name="attr_expAct" /></td>
<td class="tab-padding-bottom"><input type="number" style="width:100%" class="center" value="0" name="attr_expUti" /></td>
<td class="tab-padding-bottom tab-padding-right"><input type="number" style="width:100%" class="center" value="@{expAct}+@{expUti}" name="attr_expTot" disabled /></td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Avantages</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right">
<fieldset class="repeating_avantages">
<table>
<tr>
<td>
<input type="text" name="attr_nomAvantages" class="center" />
</td>
</tr>
<tr>
<td>
<textarea name="attr_descAvantages" style="height:60px;"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Langues</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right">
<fieldset class="repeating_langue">
<table>
<tr>
<td><input type="text" name="attr_langue" /></td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Notes</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right">
<fieldset class="repeating_notesJoueur">
<table>
<tr>
<td>
<textarea name="attr_notesJoueur" style="height:80px;"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
</div>
<div class="sheet-col">
<table>
<tr>
<th colspan="3"><h4>Gloire</h4></th>
</tr>
<tr>
<th class="tab-padding-left"><h6 class="black">Actuel</h6></th>
<th><h6 class="black">Utilisé</h6></th>
<th class="tab-padding-right"><h6 class="black">Total</h6></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left"><input type="number" style="width:100%" class="center" value="0" name="attr_gloAct" /></td>
<td class="tab-padding-bottom"><input type="number" style="width:100%" class="center" value="0" name="attr_gloUti" /></td>
<td class="tab-padding-bottom tab-padding-right"><input type="number" style="width:100%" class="center" value="@{gloAct}+@{gloUti}" name="attr_gloTot" disabled /></td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Inconvénients</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right">
<fieldset class="repeating_inconvénient">
<table>
<tr>
<th>
<input type="text" name="attr_nomInconvenient" class="center" />
</th>
</tr>
<tr>
<td>
<textarea name="attr_descInconvenient" style="height:60px;"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<th><h4>Section, blason et voeux</h4></th>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right">
<textarea name="attr_blasonVoeux" style="height:60px;"></textarea>
</td>
</tr>
</table>
<br/>
<table>
<tr>
<td style="width:15%;"></td>
<th style="width:70%;" class="tab-padding-left"><h4>Contact</h4></th>
<td style="width:15%;padding-right:20px;"><input type="number" style="width:100%" class="center" name="attr_numContact" value="@{aura}+@{parole}+@{sf}" disabled /></td>
</tr>
<tr>
<td class="tab-padding-bottom tab-padding-left tab-padding-right" colspan="3">
<fieldset class="repeating_contact">
<table>
<tr>
<td>
<textarea name="attr_contact" style="height:40px;"></textarea>
</td>
</tr>
</table>
</fieldset>
</td>
</tr>
</table>
</div>
</div>
</div>
<rolltemplate class="sheet-rolltemplate-simple">
<table>
<tr>
<th colspan="2"><h2 class="title">{{Nom}}</h2></th>
</tr>
<tr>
<td class="align-right padding-right" style="width:50%"><h6 class="title">OD</h6></td>
<td class="align-left padding-left" style="width:50%"><h6 class="title">{{OD}}</h6></td>
</tr>
<tr class="body">
<td class="padding-left"><h4>Succès</h4></td>
<td class="center">{{Total}}</td>
</tr>
<tr>
<td style="height:20px;"></td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-initiative">
<table>
<tr>
<th colspan="2"><h2 class="title">{{Nom}}</h2></th>
</tr>
<tr>
<th colspan="2"><h4 class="title">Initiative</h2></th>
</tr>
<tr class="body">
<td class="padding-left"><h4>Résultat</h4></td>
<td class="center">{{Initiative}}</td>
</tr>
<tr>
<td style="height:20px;"></td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-attaque">
<table>
<tr>
<th colspan="2"><h2 class="title">{{Nom}}</h2></th>
</tr>
<tr>
<th colspan="2"><h4 class="title">{{Arme}}</h4></th>
</tr>
<tr>
<td class="align-right padding-right" style="width:50%"><h6 class="title">OD</h6></td>
<td class="align-left padding-left" style="width:50%"><h6 class="title">{{OD}}</h6></td>
</tr>
{{#Portee}}
<tr>
<td class="align-right padding-right" style="width:50%"><h6 class="title">Portée</h6></td>
<td class="align-left padding-left" style="width:50%"><h6 class="title">{{Portee}}</h6></td>
</tr>
{{/Portee}}
<tr class="body">
<td class="padding-left"><h4>Succès</h4></td>
<td class="center">{{Total}}</td>
</tr>
<tr class="body">
<td class="padding-left"><h4>Dégâts</h4></td>
<td class="center">{{Degats}}</td>
</tr>
<tr class="body">
<td class="padding-left"><h4>Violence</h4></td>
<td class="center">{{Violence}}</td>
</tr>
<tr>
<td colspan="2" class="padding-left"><h6 class="title">Effets de l'arme</h6></td>
</tr>
<tr class="body">
<td colspan="2" class="padding-left padding-right">{{Notes}}</td>
</tr>
<tr>
<td style="height:20px;"></td>
</tr>
</table>
</rolltemplate>
<rolltemplate class="sheet-rolltemplate-nods">
<table>
<tr>
<th colspan="2"><h2 class="title">{{Nom}}</h2></th>
</tr>
<tr>
<th colspan="2"><h4 class="title">{{Nods}}</h4></th>
</tr>
<tr class="body">
<td class="padding-left"><h4>Récupération</h4></td>
<td class="center">{{Total}}</td>
</tr>
<tr>
<td style="height:20px;"></td>
</tr>
</table>
</rolltemplate>