Long time no see chummers,
This version has taken a few weeks but
it has 2 pretty significant additions to the sheet and some minor
stuff.
PC Sheet Modifiers text boxes in various places in the sheet
(Qualities, Augs, Gear, Matrix Devices, Programs, and Echos) now
allow the player to add/subtract from attributes on the sheet. See
roll20 forum thread for further details.
PC Sheets Added functionality so when firing mode is changed
on the Core tab, the DV and AR are updated appropriately. Still
doesn't split dice pools.
Added combat_paralysis flag that will automatically divide
the PC's initiative roll in half, rounded up until there is further
guidance from Catalyst. It does not move them to the last slot for
the first round of combat however. This can be updated using the
Modifications as detailed below.
PC Sheet Removed Modifications from sprites.
Sheet Modifiers are text input boxes that have been in Qualities,
Augmentations, Gear, Matrix Devices, Programs and Echos for awhile
now. Now when Modifier Changes is enabled the contents of these
boxes (when changed, added, or removed) will be parsed and applied.
BE WARNED this is currently a beta feature, one person can only test
so many things.
To enable the Modifications boxes.
If you have stuff in the “Modifications” fields for any
equipment you'll want to remove it.
Make sure Go to the Options tab and check the box beside
“Enable Modifier Changes”.
Make sure the checkbox beside “Enable Unrestricted
Modifiers” box is unchecked unless you really understand what you
are doing, this flag will allow you to modify ANY sheet attribute
which can break your character data if you modify the wrong thing.
Enter your modifications in the Modifications textarea in any
of Qualities, Augmentations, Gear, Matrix Devices, Programs and
Echos. The format is <attribute_name>: <mod>. In
restricted mode only the following attributes can be modified, more
may be added later,
body_modifier, agility_modifier, reaction_modifier, strength_modifier, willpower_modifier, logic_modifier, intuition_modifier, charisma_modifier, magic_modifier, resonance_modifier, overflow_modifier, physical_modifier, stun_modifier, initiative_mod, initiative_dice_mod, astral_initiative_mod, astral_initiative_dice_mod, matrix_initiative_mod, matrix_initiative_dice_mod, cold_sim_initiative_mod, cold_sim_initiative_dice_mod, hot_sim_initiative_mod, hot_sim_initiative_dice_mod, composure_modifier, judge_intentions_modifier, memory_modifier, lift_carry_modifier, move_speed, sprint_speed, sprint_modifier, attack_modifier, sleaze_modifier, data_processing_modifier, firewall_modifier,
combat_paralysis
Changes will be applied when the box loses focus
(triggers the change), or is deleted. Also Programs are special,
their Modifications are only applied when the program is toggled on
(green), and are removed when the program is disabled.
The next major change this update is
the new automatic DV an AR calculations for the primary ranged weapon
when the firing mode is changed.
This change will require that your
weapons in the Arms->Ranged tab be setup with the default values
from the book (for Single Shot mode) for DV and ARs. Another minor
change is that now the Firing Modes input in Arms->Ranged defines
which options are available on the Core->Primary Ranged weapon
block. Valid options are SS, SA, BF, FA separated with / such as
SS/SA/BF or BF/FA. Once the weapon is setup properly and the weapon
is checked as the Primary it will show up on Core->Primary Weapon
and changing the firing mode in the drop down will update the DV and
AR. Unfortunately dice splitting is not a thing I've figured out
how to do as of yet so you're Burst Fire (Wide) and Full Auto dice
splits won't be automated, at least you'll know what your DV and AR
are supposed to be. Please let me know if you find any bugs or other problems related to these or any other changes, Chuz