Jakob said: So, the code is all kinds of wrong... S it is worse than I thought. Okay. Here is what I want it to do, for a single drop-down: on("change:Academics_attrib change:Strength_box change:Dexterity_box change:Stamina_box change:Charisma_box change:Manipulation_box change:Appearance_box change:Intelligence_box change:Wits_box change:Perception_box change:Strength change:Dexterity change:Stamina change:Charisma change:Manipulation change:Appearance change:Intelligence change:Wits change:Perception sheet:opened", function() {
getAttrs(['Academics_attrib', 'Perception', 'Wits', 'Intelligence', 'Appearance', 'Manipulation', 'Charisma', 'Stamina', 'Dexterity', 'Strength', 'Perception_box', 'Wits_box', 'Intelligence_box', 'Appearance_box', 'Manipulation_box', 'Charisma_box', 'Stamina_box', 'Dexterity_box', 'Strength_box'], function(values) {
if (values.Academics_attrib == 1 ) {
setAttrs({
Academics_AttName: 'Appearance',
Academics_AttRating: values.Appearance,
Academics_EpicRating: values.Appearance_box
})
}
else if (values.Academics_attrib == 2 ) {
setAttrs({
Academics_AttName: 'Charisma',
Academics_AttRating: values.Charisma,
Academics_EpicRating: values.Charisma_box
})
}
else if (values.Academics_attrib == 3 ) {
setAttrs({
Academics_AttName: 'Dexterity',
Academics_AttRating: values.Dexterity,
Academics_EpicRating: values.Dexterity_box
})
}
else if (values.Academics_attrib == 4 ) {
setAttrs({
Academics_AttName: 'Intelligence',
Academics_AttRating: values.Intelligence,
Academics_EpicRating: values.Intelligence_box
})
}
else if (values.Academics_attrib == 5 ) {
setAttrs({
Academics_AttName: 'Manipulation',
Academics_AttRating: values.Manipulation,
Academics_EpicRating: values.Manipulation_box
})
}
else if (values.Academics_attrib == 6 ) {
setAttrs({
Academics_AttName: 'Perception',
Academics_AttRating: values.Perception,
Academics_EpicRating: values.Perception_box
})
}
else if (values.Academics_attrib == 7 ) {
setAttrs({
Academics_AttName: 'Stamina',
Academics_AttRating: values.Stamina,
Academics_EpicRating: values.Stamina_box
})
}
else if (values.Academics_attrib == 8 ) {
setAttrs({
Academics_AttName: 'Strength',
Academics_AttRating: values.Strength,
Academics_EpicRating: values.Strength_box
})
}
else if (values.Academics_attrib == 9 ) {
setAttrs({
Academics_AttName: 'Wits',
Academics_AttRating: values.Wits,
Academics_EpicRating: values.Wits_box
})
}
else if (values.Academics_attrib == 0 ) {
setAttrs({
Academics_AttName: 'None',
Academics_AttRating: 0,
Academics_EpicRating: 'None'
})
}
});
});
Let me see if I can explain this a little better. I am going to break this very far down to make sure I'm saying it right. You, by all evidence, understand a much higher level of coding than I knew existed. Player selects from a drop down menu (select) the last attribute (Wits, which is the option with a value "9"). Code installs the name Wits in the name="attr_Academics_AttName" input. Code installs the value of @{Wits} in the name="attr_Academics_AttRating" input. This is a number Code installs the value of @{Wits_box} in the name="attr_Academics_EpicRating" input. This is also a number, pulled from a series of radio inputs. Upon all of that, when the roll button is pressed, a roll template displays that Academics is added to Wits (rating whatever) and has an Epic Rating of (whatever).