• {{#unless omitName}}

    {{action.label}} {{#if action.item.isTemporary}} {{/if}}

    {{/unless}} {{#if action.ready}} {{#if action.canAttack}}{{#> attackDamage action}}{{/attackDamage}}{{/if}} {{else if (not action.handsAvailable)}} {{localize "PF2E.Actor.Character.HandsOccupied"}} {{/if}} {{#if action.ready}} {{#each action.altUsages as |usage index|}}
    {{#if usage.item.isThrown}} {{else if (eq usage.type "auto-fire")}} {{else if usage.item.isRanged}} {{else}} {{/if}} {{#> attackDamage usage altUsageIndex=index}}{{/attackDamage}}
    {{/each}} {{#if action.ammunition.requiresReload}}
    {{#each action.ammunition.loaded as |ammo|}}
    {{#if ammo.isTemporary}} {{/if}}
    {{/each}} {{#if action.ammunition.remaining}}
    {{localize "PF2E.Actions.Interact.Reload.Title"}} {{action.ammunition.reloadGlyph}} {{#if (gt action.ammunition.capacity 1)}} {{localize "PF2E.Actor.Character.EmptyMultipleLabel" value=action.ammunition.remaining}} {{else}} {{localize "PF2E.Actor.Character.EmptyLabel"}} {{/if}}
    {{/if}}
    {{else if action.ammunition}}
    {{/if}} {{/if}} {{#if action.handsAvailable}}
    {{#each action.auxiliaryActions as |aux index|}} {{/each}}
    {{/if}}
  • {{#*inline "attackDamage"}}
    {{#each variants as |variant index|}} {{/each}} {{#if item.dealsDamage}} {{#if (or doubleBarrel versatileOptions)}}
    {{#if doubleBarrel}} {{#if versatileOptions}}
    {{/if}} {{/if}} {{#each versatileOptions as |option|}} {{/each}}
    {{/if}} {{/if}}
    {{/inline}}