I have a injury dropdown I want to make into a fieldset because I want it to be possible to have multiple injurys. Its currently set to automatically effect rolls using a script worker. When its not a fieldset it works perfectly. I just need help making it so the code that just checks if a dropdown is yes or no and still sends it to the script worker. The fieldset is currently named repeating_injurys, and the script is below. <script type="text/worker"> // Define the values each injury contributes to different stats const injuryValues = { winded: { physicality: -2, endurance: 0, mentality: 0, intellect: 0, observation: 0, charm: 0 }, dizzy: { physicality: 0, endurance: 0, mentality: 0, intellect: 0, observation: -3, charm: 0 }, groggy: { physicality: 0, endurance: -2, mentality: -2, intellect: 0, observation: 0, charm: 0 }, disoriented: { physicality: 0, endurance: 0, mentality: 0, intellect: -4, observation: -4, charm: 0 }, nauseous: { physicality: -2, endurance: 0, mentality: 0, intellect: 0, observation: 0, charm: 0 }, blurred_vision: { physicality: 0, endurance: 0, mentality: 0, intellect: 0, observation: -3, charm: 0 }, ringing_ears: { physicality: 0, endurance: 0, mentality: 0, intellect: 0, observation: -2, charm: 0 }, vertigo: { physicality: 0, endurance: 0, mentality: 0, intellect: 0, observation: 0, charm: 0 }, tunnel_vision: { physicality: 0, endurance: 0, mentality: 0, intellect: 0, observation: -3, charm: 0 }, flash_blindness: { physicality: 0, endurance: 0, mentality: 0, intellect: 0, observation: 0, charm: 0 }, shivering: { physicality: -2, endurance: -2, mentality: 0, intellect: 0, observation: 0, charm: 0 }, slurred_speech: { physicality: 0, endurance: 0, mentality: 0, intellect: 0, observation: 0, charm: -3 }, weak_knees: { physicality: 0, endurance: -2, mentality: 0, intellect: 0, observation: 0, charm: 0 }, cold_sweats: { physicality: 0, endurance: 0, mentality: -2, intellect: 0, observation: 0, charm: 0 }, confusion: { physicality: 0, endurance: 0, mentality: 0, intellect: -4, observation: 0, charm: 0 } }; // Listen for changes to all injury attributes const injuryAttrs = [ 'winded', 'dizzy', 'groggy', 'disoriented', 'nauseous', 'blurred_vision', 'ringing_ears', 'vertigo', 'tunnel_vision', 'flash_blindness', 'shivering', 'slurred_speech', 'weak_knees', 'cold_sweats', 'confusion' ]; on(`change:${injuryAttrs.join(' change:')}`, function() { getAttrs(injuryAttrs, function(values) { // Initialize injury totals for each stat let injuryPhysicality = 0; let injuryMentality = 0; let injuryEndurance = 0; let injuryIntellect = 0; let injuryObservation = 0; let injuryCharm = 0; // Loop through each injury and apply its effects if the injury is active injuryAttrs.forEach(attr => { if (parseInt(values[attr], 10) === 1) { injuryPhysicality += injuryValues[attr].physicality; injuryMentality += injuryValues[attr].mentality; injuryEndurance += injuryValues[attr].endurance; injuryIntellect += injuryValues[attr].intellect; injuryObservation += injuryValues[attr].observation; injuryCharm += injuryValues[attr].charm; } }); // Set the calculated injury attributes setAttrs({ injury_physicality: injuryPhysicality, injury_mentality: injuryMentality, injury_endurance: injuryEndurance, injury_intellect: injuryIntellect, injury_observation: injuryObservation, injury_charm: injuryCharm }); }); }); // Initialize injury attributes when the sheet is first opened on('sheet:opened', function() { setAttrs({ injury_physicality: 0, injury_mentality: 0, injury_endurance: 0, injury_intellect: 0, injury_observation: 0, injury_charm: 0 }); }); </script>