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Custom Blades sheet

I want to make a Custom sheet for Blades in the Dark but I am so very new to html/pug/css etc. This link looks really helpful and I have picked up some of what I need but there are some basic steps I need help with:&nbsp; <a href="https://github.com/joesinghaus/Blades-template/tree/49a5110c39cc0257b13117ec78386bdecb836409" rel="nofollow">https://github.com/joesinghaus/Blades-template/tree/49a5110c39cc0257b13117ec78386bdecb836409</a> The first line in the readme is: " The sheet uses&nbsp; pug &nbsp;as a HTML preprocessor and&nbsp; SCSS &nbsp;as a SCSS preprocessor. This means that you need to compile the two main source code files ( Source/blades.pug &nbsp;and&nbsp; Source/blades.scss ) into the actual&nbsp; blades.html &nbsp;and&nbsp; blades.css &nbsp;files. " However, none of this is explained. Is there a YouTube video or other primer I could access to explain things like how I compile pug into html (I think)? Context: Mostly I am good with the layout of the sheet but I want to swap out some of the content. Like I am replacing some skills (WRANGLE replacing HUNT) which mostly means I need to edit the translation.json (I think) but something is more complex than that
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Oosh
Sheet Author
API Scripter
Do you have any kind of IDE (code editor) set up? And a Node environment you can work in? If the answers are "no" or "not sure" and all you want to do is edit some text, just grab the HTML file and ignore the Source folder - the amount of setup and learning involved is significant if you're not interested in any serious sheet design. Just grab the blades.html , blades.css and translation.json files - that should be all you need if you're creating a Custom game. If the answer is "yes", Pug is a template tool for writing HTML, and SCSS is a preprocessor for CSS. They both allow code to be written and organised in different ways, but need to be compiled to plain HTML/CSS before a browser can render them. They're workflow tools for people who work with a lot of HTML &amp; CSS. You'll need to install them both with NPM or another package manager, and you'll probably want some IDE extensions to go with them. Scott uses both in his Sheet Author's Journey - there's some more info there if you're interested. Edit - I should ask - is this just for your own use in a campaign with custom sheet? There's generally a 1-sheet-per-game limit, if you're only making minor changes to an existing sheet, it'll almost certainly be rejected if you try to submit it for public use.
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Thank you for your help. I am a "no" so lets see if I can do it that way " Edit - I should ask - is this just for your own use in a campaign with custom sheet? There's generally a 1-sheet-per-game limit, if you're only making minor changes to an existing sheet, it'll almost certainly be rejected if you try to submit it for public use." I am reskinning Blades in the Dark to use as a mechanic for Empire the RPG (Empire is an LRP game. Details here:&nbsp; <a href="https://www.profounddecisions.co.uk/empire-wiki/Main_Page" rel="nofollow">https://www.profounddecisions.co.uk/empire-wiki/Main_Page</a>) I predict that interest will be pretty niche but you never know. Anyway, the changes would be significant enough to probably be seen as its own thing, as evidenced by the Empire-specific Playbooks I have worked on:&nbsp; <a href="https://docs.google.com/spreadsheets/d/19G2pLZpoDayJHBad7rEbmq14wmEqoQkmqWM-wS4PNDo/edit?usp=sharing" rel="nofollow">https://docs.google.com/spreadsheets/d/19G2pLZpoDayJHBad7rEbmq14wmEqoQkmqWM-wS4PNDo/edit?usp=sharing</a>