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Pathfinder sheet thread 3: I've run out of titles

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Encartrus said: On a different note, my players have reported multiple instances over the last two to three months of their experience trackers, money trackers, and inventory items spontaneously clearing. Is this a known error and, if so, is there an ETA on a fix? It's multiple people (7) in different campaigns using the sheet with about four clears on average for each person, so I'm fairly confident it isn't user error. Are the updates resetting these areas maybe? Haven't seen anything like that myself or for my players. Until the roll templates and conditions were added just last week, the PF sheet has remained unchanged since Sept, 2014 if I'm not mistaken. Were these compaigns all on the Production server?
1428031501
Sam
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Sheet Author
Noticed while playing tonight with my players that the intelligence check is spelled "Intelegence" when you roll it.
I'm a new roll20 GM, getting ready to run my first VTT game on 4/11. When I was testing out token action macros a couple weeks ago, things were working mostly as expected. When you selected a token to make an attack, it prompted you to select a target. I noticed a different look to the chat dialog blocks after the 3/21 update, and I no longer get the prompt to select a target. Has something changed in this regard, or am I doing something wrong?
Also, when you use a token action or button to do weapon attack zero (or any other number), why does it run the default macro and not include any custom macro commands you've included for that weapon? Seems like it will be a pain to open up the character sheet every time you want a PC or monster to use its primary full attack action (with extra to hit rolls and damage rolls versus a default attack macro).
1428036161
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Samuel T. said: Noticed while playing tonight with my players that the intelligence check is spelled "Intelegence" when you roll it. Good catch Samuel. I'll make a change to fix that.
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Pete K. said: I'm a new roll20 GM, getting ready to run my first VTT game on 4/11. When I was testing out token action macros a couple weeks ago, things were working mostly as expected. When you selected a token to make an attack, it prompted you to select a target. I noticed a different look to the chat dialog blocks after the 3/21 update, and I no longer get the prompt to select a target. Has something changed in this regard, or am I doing something wrong? The sheet has been updated for roll templates which included a revamp of the attack macros. Choosing a target is no longer required. Pete K. said: Also, when you use a token action or button to do weapon attack zero (or any other number), why does it run the default macro and not include any custom macro commands you've included for that weapon? Seems like it will be a pain to open up the character sheet every time you want a PC or monster to use its primary full attack action (with extra to hit rolls and damage rolls versus a default attack macro). The button row macros are hard coded into the sheet. You can drag and drop and reference the button macros name directly for other macros. The repeatable sections allow you to modify the macro text to customize your macro, however, due to the current limitations of roll20's support of repeatable items, you cannot drag/drop the item's sheet roll button, or reference the button macro directly. Please add a comment and or vote to Official support for repeating sections in character sheets
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Vince said: Encartrus said: On a different note, my players have reported multiple instances over the last two to three months of their experience trackers, money trackers, and inventory items spontaneously clearing. Is this a known error and, if so, is there an ETA on a fix? It's multiple people (7) in different campaigns using the sheet with about four clears on average for each person, so I'm fairly confident it isn't user error. Are the updates resetting these areas maybe? Haven't seen anything like that myself or for my players. Until the roll templates and conditions were added just last week, the PF sheet has remained unchanged since Sept, 2014 if I'm not mistaken. Were these compaigns all on the Production server? Both are on the standard servers. We've established a work around by using handouts for inventory and exp, but I wanted you guys to know.
1428072105
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Thanks Encartrus. Anyone that uses the PF sheet should keep an eye out for the lose or "resetting" of attribute data and report it to this thread. I'm curious to see if anyone else has had similar issues.
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Hi everybody! ^_^ First I would like to thank Sam, Nibrodooh, and Vince SO INCREDIBLY MUCH for this Great Work! Back when Character Sheets first came out, I didn't like the initial defaults, and set to work creating my own. I learned a lot about HTML from that, but, this character sheet is SO AWESOME that of course I will be switching. I am working now to change my Attribute names and API code to interface with this. I have decided after much deliberation and gnashing of teeth that I'm not going to use the Roll Templates. Mostly this is because I feel I need more control over the formatting of the output and the ToolTips; also it's for aesthetic preference. After examining all of the Roll Templates I have decided that I love the look of Actoba's 5e roll templates the best. Now I have totally re-written my scripts that manually construct HTML output for use with /direct, which I learned to do from HoneyBadger and Brian in the days of PowerCard scripts, to look exactly like Actoba's roll template. I therefore have COMPLETE control of all ToolTip content, at the expense of having to use RandomInteger() rather than the whole 3-D dice interface. (I can share this code if anybody would find it interesting...) So, I'd like to say, that one of the things I LOVE about this Pathfinder character sheet is the way that the macro-text can be manually entered as an Attribute, in the repeating field section of Class Abilities, Attacks, Feats, Items, etc., and then referenced using @{macro-text}!!! This allows me to change the &{template} chat message to an !api call, without having to customize the character sheet! The only improvement that I would like to see is that the row of buttons associated with these (the ones hard-coded to be numbered 0-26) have "value=" attributes that hard-code the roll template call; could these be made to also refer to @{macro-text}? And also this functionality be extended to things like the Ability check, Saving Throw, and Skill check buttons? That would be so helpful because I want to be able to do the skill checks using my API-based HTML output. Thanks again so much, you have greatly improved my Campaign and given me a lot of things to Learn... - Sarjenka
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Edited 1428254016
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Thank you on behalf of everyone that has contributed to the sheet as well as everyone that uses the sheet and makes suggestions and solutions. I like your thinking Sarjenka. I'm still using powercards for my main campaign and I haven't decided if I'll jump to roll templates completely. I have so much invested in powercards, it's hard for me to make the leap... As far as including the macro-text attribute in the button bar macro... I love the idea, but I'm not sure if would work. I hope I'm wrong. :-) Yes, you can call the macro-text attribute associated with a particular repeating item (e.g. @{selected|repeating_class-ability_0_macro-text}), however, as written the macro-text field refers to the repeatable item's attributes directly(within that repeatable item and works no matter how many items are created) which is the design of repeatable items and often the brunt of complaints. Official support for repeating sections in character sheets So, I think the macro-text could be called from outside the repeatable item (i.e. a button bar macro), but would fail when executing the commands located within the macro-text and throw an error in chat "no attribute found..."
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Nibrodooh said: Joel W. said: Having an odd little issue... perhaps I am doing something wrong. My macros for rolling Knowledge Engineering checks are coming back with an error. The error : No ability was found for %{selected|Knowledge-Engineering-Check} The Macro : %{selected|Knowledge-Engineering-Check} The button I am calling (the one next to the skill on the skill list) works just fine! Only when I call it from a macro does it break. All my other skill macros work great as well. Only Knowledge Engineering is wonky. Any thoughts? You found a bug in the sheet. The button is not correctly defined by its name so in the current version of the sheet it can not be called correctly. I will submit a fix to this tonight but as usual we must wait on the roll20 to approve the update so it will be awhile. Sorry for the inconvenience, and thank you for reporting the issue! Reminder bump. :-)
Vince said: I like your thinking Sarjenka. I'm still using powercards for my main campaign and I haven't decided if I'll jump to roll templates completely. I have so much invested in powercards, it's hard for me to make the leap... Yes, you can call the macro-text attribute associated with a particular repeating item (e.g. @{selected|repeating_class-ability_0_macro-text}), however, as written the macro-text field refers to the repeatable item's attributes directly(within that repeatable item and works no matter how many items are created) which is the design of repeatable items and often the brunt of complaints. Oh, I see what you mean. The Skills, however, are not repeating fields. The number of them is hard-coded. Can the macro-text option be added to Skills? Pretty please? «grin»
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Nibrodooh
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@ Vince Reminder? That got fixed, there are some other rolls on the sheet that need a similar fix still that I hope to get to this week(repeating sections, diplomacy, what ever else I notice), but that fix is already live. @ Sarjenka A Setting the macro button bars to display the macro text is not viable, unfortunately repeating sections can not work like that. As far as other rolls on the sheet being modifiable, it is possible, but not practical. it would require adding an absurd amount of code to the sheet(the sheet is already ~6000 lines long, I would prefer to not make it 7000) as well as figuring out where to put all the macro text fields(a settings tab?). However I do have a slightly more practical solution for you: use the custom sheet function, but just use a modified version of this sheet. you can add in roll templates from other sheets, and/or change macros to your liking. it is not optimal, but it would allow you to use the roll template from the sheet you like without having to resort to the API.
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Sarjenka A said: Oh, I see what you mean. The Skills, however, are not repeating fields. The number of them is hard-coded. Can the macro-text option be added to Skills? Pretty please? «grin» I won't say no. It's not my place... :-) I'm all for adding more options. Some considerations; sheet real estate is at a premium, especially on the Skills tab. Add another column (currently there are 12), Add a show/hide macro-text option under each Skill(currently there are 47 listed), Add a macro-text per Skill as a separate section at the bottom of the Skills Tab page. Other? Thoughts? I understand your need for macro-text per Skill Sarajenka, but does the PF sheet community want/need macro-text for each skill?
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Nibrodooh said: @ Vince Reminder? That got fixed, there are some other rolls on the sheet that need a similar fix still that I hope to get to this week(repeating sections, diplomacy, what ever else I notice), but that fix is already live. None of my button bar macros(except attack and spells) work when dragged to the macro quick bar. They all have the "No ability was found for %..." error. So I didn't think the fix was made... EDIT: Skills work as well. :-)
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Sam
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Vince said: Sarjenka A said: Oh, I see what you mean. The Skills, however, are not repeating fields. The number of them is hard-coded. Can the macro-text option be added to Skills? Pretty please? «grin» I won't say no. It's not my place... :-) I'm all for adding more options. Some considerations; sheet real estate is at a premium, especially on the Skills tab. Add another column (currently there are 12), Add a show/hide macro-text option under each Skill(currently there are 47 listed), Add a macro-text per Skill as a separate section at the bottom of the Skills Tab page. Other? Thoughts? I understand your need for macro-text per Skill Sarajenka, but does the PF sheet community want/need macro-text for each skill? I could certainly see uses for this. it would make things like trapfinding for the rogue extremely simple to handle. currently i have to make a whole macro dedicated to this because i want the ability to add the rogue's level automatically. giving me access to the macro text would make this a no brainer.
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Sam
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I noticed tonight that the roll templates are not displaying notes associated with them. For example, a melee attack used to show the weapon notes, the melee attack notes and the general attack notes. Now it only shows the weapon notes. I have rectified this in my game by including them in the description area: &{template:pf_attack} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{name=@{name}}} {{attack=[[1d20cs>@{crit-target} + @{total-attack}]]}} {{damage=[[@{damage-dice-num}d@{damage-die} + @{total-damage}]]}} {{crit_confirm=[[1d20 + @{total-attack}]]}} {{crit_damage=[[(@{damage-dice-num} * (@{crit-multiplier} - 1))d@{damage-die} + (@{total-damage} * (@{crit-multiplier} - 1))]]}} {{type=@{type}}} {{description=@{notes} @{attack-notes} @{melee-attack-notes}}} But this problem is not limited to just attacks, skills have it, defenses have it, almost everything has it if there are special notes. Can we please have this taken care of? Thanks.
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Nibrodooh
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Vince said: Nibrodooh said: @ Vince Reminder? That got fixed, there are some other rolls on the sheet that need a similar fix still that I hope to get to this week(repeating sections, diplomacy, what ever else I notice), but that fix is already live. None of my button bar macros(except attack and spells) work when dragged to the macro quick bar. They all have the "No ability was found for %..." error. So I didn't think the fix was made... EDIT: Skills work as well. :-) those sections are a similar but different issue, and is on the list of fixes coming this week sometime{my schedule permitting) Samuel T. said: I noticed tonight that the roll templates are not displaying notes associated with them. For example, a melee attack used to show the weapon notes, the melee attack notes and the general attack notes. Now it only shows the weapon notes. I have rectified this in my game by including them in the description area: &{template:pf_attack} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{name=@{name}}} {{attack=[[1d20cs>@{crit-target} + @{total-attack}]]}} {{damage=[[@{damage-dice-num}d@{damage-die} + @{total-damage}]]}} {{crit_confirm=[[1d20 + @{total-attack}]]}} {{crit_damage=[[(@{damage-dice-num} * (@{crit-multiplier} - 1))d@{damage-die} + (@{total-damage} * (@{crit-multiplier} - 1))]]}} {{type=@{type}}} {{description=@{notes} @{attack-notes} @{melee-attack-notes}}} But this problem is not limited to just attacks, skills have it, defenses have it, almost everything has it if there are special notes. Can we please have this taken care of? Thanks. I think I brought this up earlier in this thread, but I couldn't find it so if I didn't I apologise as this is something that should be discussed. I opted to remove the notes from all of the rolls as an intentional change rather then something I missed. My reasoning behind this was that roll templates seemed to be an attempt to make rolls clean and concise, and adding the notes made them less so, making the templates in some cases a good deal longer. I would like to add the notes back in but I would like to do so in a manor that is a bit cleaner then simply appending them to the end. My idea for this is to have some form of mouse over display(or something similar) but I don't actually know if this is doable or how to do it. I imagine I could figure it out, but I haven't tried yet. Sorry for any inconvenience that this has caused, and as usual, if anyone has any input on this please let me know :-)
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Nibrodooh said: those sections are a similar but different issue, and is on the list of fixes coming this week sometime{my schedule permitting) I didn't realize they were a different issue... my bad. Totally understand "schedule permitting". No problemo. I think I brought this up earlier in this thread, but I couldn't find it so if I didn't I apologise as this is something that should be discussed. I opted to remove the notes from all of the rolls as an intentional change rather then something I missed. My reasoning behind this was that roll templates seemed to be an attempt to make rolls clean and concise, and adding the notes made them less so, making the templates in some cases a good deal longer. I would like to add the notes back in but I would like to do so in a manor that is a bit cleaner then simply appending them to the end. My idea for this is to have some form of mouse over display(or something similar) but I don't actually know if this is doable or how to do it. I imagine I could figure it out, but I haven't tried yet. Sorry for any inconvenience that this has caused, and as usual, if anyone has any input on this please let me know :-) Personally, I like the additional notes, if I enter the info on the sheet. Is it possible to make them optional? The 5e sheet (I know, I know) has toggles on what you want displayed. Maybe we can use something similar. At the least using #{attack-notes} Stuff {/attack-notes} would only show the notes if data is present correct?
Nibrodooh said: However I do have a slightly more practical solution for you: use the custom sheet function, but just use a modified version of this sheet. you can add in roll templates from other sheets, and/or change macros to your liking. it is not optimal, but it would allow you to use the roll template from the sheet you like without having to resort to the API. Right, this would be the way to go, definitely.... except that if I switch to "custom" I will no longer automatically be included in updates to the sheet. The three of you are revising and improving this far more quickly than I can keep up with... which is a GOOD THING which I want to take advantage of! But in the future, when a "stable" version of this sheet is more likely to exist, that will probably be what I do. Vince said: Sarjenka A said: Can the macro-text option be added to Skills? Pretty please? «grin» Some considerations; sheet real estate is at a premium, especially on the Skills tab. Add another column (currently there are 12), Add a show/hide macro-text option under each Skill(currently there are 47 listed), Add a macro-text per Skill as a separate section at the bottom of the Skills Tab page. Other? Thoughts? Um... well the [show / hide] links work well, but, perhaps the name of the skill itself (rather than another element) could be clicked on to show or hide the macro-text text area...? That way any one who wouldn't want this will never have to see it... Vince said: I understand your need for macro-text per Skill Sarajenka, but does the PF sheet community want/need macro-text for each skill? ... it seems as though they do not... point well taken! «wink» As always, THANK YOU for your prompt consideration and feedback, this is what makes the Roll20 Community so AWESOME !
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Just want to say nothing is ever set in stone. Hopefully any changes made are done to improve an already outstanding sheet. The community sheet is unique in that it needs to fulfill the needs of the many over the wants/needs of the few. Nibrodooh makes a good point, anyone with a Mentor level subscription can take the sheet and modify it for their own needs. If you want a "custom" sheet that's really the best option. The current sheet is still in transition right now. The addition of roll templates have been a huge undertaking with the Pathfinder Sheet. The sheer size and features offered on the sheet make even the smallest changes tedious and time consuming . Sam has taken a break and we're lucky to have Nibrodooh's expertise to help implement the latest features that roll20 has to offer. Please have patience as we work thru the rough patches and add new features. If you have the ability and inclination to help out with the coding of the sheet, please speak up. I'm looking forward to the changes to come. Cheers. p.s. Nibrodooh, everyone understands that this is a voluntary effort. If you want some assistance with the sheet, just say the word.
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Nibrodooh
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Vince said: Personally, I like the additional notes, if I enter the info on the sheet. Is it possible to make them optional? The 5e sheet (I know, I know) has toggles on what you want displayed. Maybe we can use something similar. At the least using #{attack-notes} Stuff {/attack-notes} would only show the notes if data is present correct? I love the idea of toggles, and they should be fairly easy to implement(although still time consuming). Adding this to my to do list, as well as experimentation on the idea of a hidden property that displays on mouse over, as I have reason to believe this is also doable. I'm thinking it is time to implement a settings tab in the sheet that will contain a series of check boxes that you can turn on/off things like notes displaying in different locations, switch roll template colours, enable/disable parts of the sheet(e.g. sections for alternate rules from the advanced/ultimate books), and modify macros. There would also be toggles within the spell/attack sections if/when I implement that sort of thing. Vince said: Nibrodooh's expertise *muffled laughter from my web development teacher in the distance* in all seriousness, I am far from having expertise in html/css, I took a course on it last semester(I start college in the fall) and that is the extent of my knowledge on it. My tabletop gaming experience has a similar breadth(Pathfinder is my first tabletop RPG, and I only started about a year and a half ago). If anyone wants to help to contribute to the sheet, or has great idea for it, don't let being "qualified" be a hindrance, go ahead and tinker, and I will happily help anyone who wants to submit code to the public. In that same train of thought, I'm thinking when we next have to start a new thread for this sheet we should include a "roadmap" type list of features that people can work on implementing/improving into the OP, allowing us to collaborate a bit easier on improving the sheet(and keep track of what bugs/feature requests are known/completed/being worked on).
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Sam
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I would love to help but I don't have access to a mentor account. Currently my income can't support an additional expenditure. If there is a way I can still help I am all ears.
Is there a reference anywhere for the roll templates used by the sheet? I'd like to write some macros for having an entire party roll a skill check, and would like to set them up to match the style of the character sheet rolls.
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Not yet... but this may help Pathfinder Character Sheet Roll Templates <!-- Spell Roll Templates --> pf_spell &{template:pf_spell} {{character_name}} {{character_id}} {{name}} {{name_link}} {{school}} {{level}} {{casting_time}} {{components}} {{range}} {{target}} {{duration}} {{saving_throw}} {{dc}} {{sr}} {{spell_description}} <!-- Attack Roll Templates --> pf_attack &{template:pf_attack} {{character_name}} {{character_id}} {{name}} {{name_link}} {{attack}} {{crit_confirm}} {{damage}} {{crit_damage}} {{attack2}} {{crit_confirm2}} {{damage2}} {{crit_damage2}} {{description}} <!-- Generic Roll Templates --> pf_generic &{template:pf_generic} {{character_name}} {{character_id}} {{name}} {{name_link}} {{check}} <!-- Block Text Roll Templates --> pf_block &{template:pf_generic} {{character_name}} {{character_id}} {{name}} {{name_link}} {{description}} I believe that most of the templates use Allprops() allowing you to enter any "non-defined" property as an additional row in the roll template output. So you could add something like {{Attack Notes: @{selected|attack-notes} }} and it will show up just before the final row of templates table.
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That does help Vince, thank you. The pf_generic template doesn't put in rows that don't have any values like the pf_spell template I was experimenting with does. (Incidentally, is there a way to get the pf_spell template to *not* do that? It'd be nice to skip some of those lines sometimes) edit: Is there any way to have the macro for attack_1 include a call for attack_2 to be rolled? Or some other way to have a primary hand and an off hand attack automatically both roll? edit2: Adding {{range=@{range}}} to the attack macro of a ranged attack does add a Range line to the output, but it doesn't echo the value of range to the output. I used the {{type=@{type}}} as an example, so I'm baffled as to why that didn't work. Figure this one out. "range" has to be an integer, no putting the ' mark in the field with the number.
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Zan Thrax said: Is there a reference anywhere for the roll templates used by the sheet? I'd like to write some macros for having an entire party roll a skill check, and would like to set them up to match the style of the character sheet rolls. I believe party-wide rolls will require that you enter the character_name for each roll you want, so something like a "Party Perception" could look something like: &{template:pf_generic} {{name=Party Perception}} {{Player1 = [[1d20 + @{Player1|Perception}]] }} {{Player2 = [[1d20 + @{Player2|Perception}]] }} {{Player3 = [[1d20 + @{Player3|Perception}]] }} or if you wanted to use targets &{template:pf_generic} {{name=Party Perception}} {{@{target|Who?|character_name} = [[1d20 + @{target|Who?|Perception}]] }} {{@{target|2?|character_name} = [[1d20 + @{target|2?|Perception}]] }} {{@{target|3?|character_name} = [[1d20 + @{target|3?|Perception}]] }} {{@{target|4?|character_name} = [[1d20 + @{target|4?|Perception}]] }}
The first one is exactly what I'm setting up. Although your second example could be useful for enemies...
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Zan Thrax said: That does help Vince, thank you. The pf_generic template doesn't put in rows that don't have any values like the pf_spell template I was experimenting with does. (Incidentally, is there a way to get the pf_spell template to *not* do that? It'd be nice to skip some of those lines sometimes) edit: Is there any way to have the macro for attack_1 include a call for attack_2 to be rolled? Or some other way to have a primary hand and an off hand attack automatically both roll? edit2: Adding {{range=@{range}}} to the attack macro of a ranged attack does add a Range line to the output, but it doesn't echo the value of range to the output. I used the {{type=@{type}}} as an example, so I'm baffled as to why that didn't work. Figure this one out. "range" has to be an integer, no putting the ' mark in the field with the number. I would have to double check, but I think all that would have to be done on the pf_spell template is to encapsulate each property like so; {{#foo}} {{foo}} {{/foo}} but, unless we add toggles... only those properties you haven't entered info for would not not be seen. However, I think most of us input the spell block info into all the fields. I'll add the logic, but without an additional toggle feature (more coding) I'm not sure how you can selectively choose what part of the block get's posted. For multi-attack's... edit the macro text or create a custom macro that includes the extra attack...Nibrodooh? here's a 2 attacks used inside the repeatable macro-text. Note that I have added a query for the 2nd attack modifier. Adjust as needed. &{template:pf_attack} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{name=@{name}}} {{attack=[[1d20cs>@{crit-target} + @{total-attack}]]}} {{damage=[[@{damage-dice-num}d@{damage-die} + @{total-damage}]]}} {{crit_confirm=[[1d20 + @{total-attack}]]}} {{crit_damage=[[(@{damage-dice-num} * (@{crit-multiplier} - 1))d@{damage-die} + (@{total-damage} * (@{crit-multiplier} - 1))]]}} {{type=@{type}}} {{description=@{notes}}} {{BAB=[[@{bab}]]}} {{attack2=[[1d20cs>@{crit-target} + @{total-attack}+ ?{Attack 2 Modifier?|0} ]]}} {{damage2=[[@{damage-dice-num}d@{damage-die} + @{total-damage}]]}} {{crit_confirm=[[1d20 + @{total-attack}]]}} {{crit_damage=[[(@{damage-dice-num} * (@{crit-multiplier} - 1))d@{damage-die} + (@{total-damage} * (@{crit-multiplier} - 1))]]}} {{type=@{type}}} {{description=@{notes}}} {{BAB=[[@{bab}]]}}
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Zan Thrax said: The first one is exactly what I'm setting up. Although your second example could be useful for enemies... Sometimes you might have a quick one-shot or if your players like to change their names... the @{target|charcter_name} or @{target|token_name} method can be nice
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BTW. Love that name "Zan Thrax" LOL
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Thanks Vince. (To all three responses :) For the spells, I may just use the pf_generic template for spells that I expect to see casted a lot (like burning hands or fireball for the admixturer wizard). Or I may just leave it be. I haven't decided yet. I'll use your example as a starting point; for now I'm just hoping to get a one-button full attack for a character with two-weapon fighting. I expect I'll have figured out how to deal with iteratives long before I get the campaign to the point where they become relevant. And the name is something I've been using for more than 20 years now. I've been using it as an online handle more than half my life. It started out as just ZAN - something I'd put in arcade game high score entries instead of my actual initials. edit: New Question! Is there a way to have a spell or attack macro reference a value from a class ability? The aforementioned admixturer has a class ability that adds 1/2 her level to the damage of her evocation spells. I was thinking that rather than editing all the spells when she levels, I could instead add the class_ability_max value to the spells, and have the max calculate the size of the bonus since it isn't needed for times/day.
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Zan Thrax said: Thanks Vince. (To all three responses :) For the spells, I may just use the pf_generic template for spells that I expect to see casted a lot (like burning hands or fireball for the admixturer wizard). Or I may just leave it be. I haven't decided yet. I'll use your example as a starting point; for now I'm just hoping to get a one-button full attack for a character with two-weapon fighting. I expect I'll have figured out how to deal with iteratives long before I get the campaign to the point where they become relevant. And the name is something I've been using for more than 20 years now. I've been using it as an online handle more than half my life. It started out as just ZAN - something I'd put in arcade game high score entries instead of my actual initials. Name: I use one (outside of roll20) that comes from a ad&d 2e Thief character I played over 25 years ago. Funny how that works.
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Zan Thrax said: edit: New Question! Is there a way to have a spell or attack macro reference a value from a class ability? The aforementioned admixturer has a class ability that adds 1/2 her level to the damage of her evocation spells. I was thinking that rather than editing all the spells when she levels, I could instead add the class_ability_max value to the spells, and have the max calculate the size of the bonus since it isn't needed for times/day. Could you just add "+ (@{selected|class-0-level})/2" into your macro's damage formula for all evocation-based spell attacks?
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Also, although not listed as properties of the pf_sheet template, you can add {{attack=}} and {{damage=}} to the spell macros(macro-text or ability macros) if needed.
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That... probably makes more sense. Is there any way to add "minimum 1" to a floor function? If not, I can always just use +1 until she hits level 2 and then change it to the math. Edit: New Question; are there CHA-bonus or CHA-bon values as well as CHA-mod values in the sheet anywhere? It would simplify certain functions where negative modifiers aren't subtracted. (actually, I can't think of a way to make this Kror attempts to improve the attitude of the mindless subterranean creatures[[1d20+@{class-0-level}+@{CHA-bonus}]] work with CHA-mod and have a negative CHA mod be cancelled out. I can just leave the modifier out, but if he ever gets a Charisma boost, the roll will be wrong.
How could one make a macro to roll party initiative and add it to turn order as well? I can't seem to do it.
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Chrys said: How could one make a macro to roll party initiative and add it to turn order as well? I can't seem to do it. Because you actually have to click on a token to add their initiative to the turn order you can't have a macro that rolls everyone's initiative and adds everyone to the turn order. What you can do however is have a gm macro called "Initiative" that contains "%{selected|Roll-for-initiative}" and then make it visible by everyone and make it a token action. That way all they have to do is click on their token and click "Initiative" and it takes care of it all for you.
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On the pf_generic template, the last element listed is {{check}}. Is there a way to make that work like the {{description}} elements in the other styles? I'd like include situational modifier notes at the bottom of my skill check blocks, but I'd prefer that they not be jammed into the right hand column. Alternately, could the template be modified in such a way that if the right column text wraps to a second line, that the extra line(s) are the full width of the block?
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Sam
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Zan Thrax said: That... probably makes more sense. Is there any way to add "minimum 1" to a floor function? If not, I can always just use +1 until she hits level 2 and then change it to the math. Edit: New Question; are there CHA-bonus or CHA-bon values as well as CHA-mod values in the sheet anywhere? It would simplify certain functions where negative modifiers aren't subtracted. (actually, I can't think of a way to make this Kror attempts to improve the attitude of the mindless subterranean creatures[[1d20+@{class-0-level}+@{CHA-bonus}]] work with CHA-mod and have a negative CHA mod be cancelled out. I can just leave the modifier out, but if he ever gets a Charisma boost, the roll will be wrong. @{CHA-mod} is the Charisma bonus. edit: why would you want to have a check that doesn't include the negatives do to things like ability damage? WIthout them your roll would be incorrect.
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Zan Thrax said: That... probably makes more sense. Is there any way to add "minimum 1" to a floor function? If not, I can always just use +1 until she hits level 2 and then change it to the math. Edit: New Question; are there CHA-bonus or CHA-bon values as well as CHA-mod values in the sheet anywhere? It would simplify certain functions where negative modifiers aren't subtracted. (actually, I can't think of a way to make this Kror attempts to improve the attitude of the mindless subterranean creatures[[1d20+@{class-0-level}+@{CHA-bonus}]] work with CHA-mod and have a negative CHA mod be cancelled out. I can just leave the modifier out, but if he ever gets a Charisma boost, the roll will be wrong. Use the row of adjustments found next to CHA on the Core section of the sheet to make adjustments to anything the affects Charisma.
Some abilities specify Ability Bonus, which is equal to the Ability Modifier - unless the Modifier is negative; in that case the Bonus is 0. My example is vermin affinity which is a ranger archetype variant of wild empathy. In both cases, the ability specifies Charisma Bonus, which means that a ranger with a negative Charisma Modifier is no worse off than a Ranger with a Modifier of 0. I can leave the modifier out of the macro entirely, but if the character ever gets a positive Charisma modifier as they level, then the formula will be wrong.
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Chrys said: How could one make a macro to roll party initiative and add it to turn order as well? I can't seem to do it. What Sam said, AND to entice you to a Mentor level subscription... the GroupInitiative script by our local scriptomancy expert Aaron is an API solution. Draw a box or shift click tokens and run the script. Works awesome/
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@Zan According to d20pfsrd.com, Vermin Affinity functions as Wild Empathy and wild empathy clearly states that: The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. Now if you want to bend the rules for your party, that's on you but the rules state that you use the modifier, not the bonus.
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The d20pfsrd isn't at altogether reliable They frequently list things that don't match the original text in small ways; I avoid it for anything where there's an alternative. In this case though, the difference is that the Ranger Wild Empathy ability and the Druid Wild Empathy abilities are not identical. From the PRD: Wild Empathy (Ex) : A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills ). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. From Archives of Nethys (and I've compared the text to actual original book - it's exactly the same) Vermin Affinity (Ex) : A dungeon rover gains the ability to improve the attitude of mindless subterranean creatures. This ability functions as the wild empathy class feature, except a dungeon rover can influence any vermin (even those without Intelligence scores) instead of animals. Additionally, a dungeon rover can influence oozes with a –4 penalty on his vermin affinity check. This ability replaces wild empathy. Regardless, a Ranger's Wild Empathy is hardly the only ability in the game that uses an ability bonus rather than the ability modifier . edit: I may have thought of a way to convert an ability modifier to an ability bonus. It's ugly, but I think it will work ((ability mod)+abs(ability mod))/2 should equal 0 for a negative ability mod and ability mod for non-negative values. edit2: Vince, you pointed out that Attack and Damage are valid within the pf_spell template; is there any way to get the crit-confirm and crit-damage rolls working in that template? I really like how they only show up in the attack templates when there's a threat; but I have no idea what's hiding them when they're not needed.
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Zan Thrax said: Some abilities specify Ability Bonus, which is equal to the Ability Modifier - unless the Modifier is negative; in that case the Bonus is 0. My example is vermin affinity which is a ranger archetype variant of wild empathy. In both cases, the ability specifies Charisma Bonus, which means that a ranger with a negative Charisma Modifier is no worse off than a Ranger with a Modifier of 0. I can leave the modifier out of the macro entirely, but if the character ever gets a positive Charisma modifier as they level, then the formula will be wrong. I think you want to create a macro that only adds a @{CHA-mod} if it's a bonus (>=0), but if it's a penalty(<0), use 0. CHA-mod is an auto-calculated so you have to insert the formula used on the sheet Try this; [[1d20+ {0, ((floor(@{selected|CHA}/2)-5) + floor(@{selected|CHA-temp}/2) - (floor(abs(@{selected|CHA-damage})/2)) - (floor(abs(@{selected|CHA-penalty})/2))) }kh1]]
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Zan Thrax said: edit2: Vince, you pointed out that Attack and Damage are valid within the pf_spell template; is there any way to get the crit-confirm and crit-damage rolls working in that template? I really like how they only show up in the attack templates when there's a threat; but I have no idea what's hiding them when they're not needed. I would say just create an attack for a spell-based attack. :-) That said, I believe the same attack and damage logic could be applied to the pf_spell roll template. I need to start making a list...
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Zan Thrax said: edit: New Question! Is there a way to have a spell or attack macro reference a value from a class ability? The aforementioned admixturer has a class ability that adds 1/2 her level to the damage of her evocation spells. I was thinking that rather than editing all the spells when she levels, I could instead add the class_ability_max value to the spells, and have the max calculate the size of the bonus since it isn't needed for times/day. Vince said: Could you just add "+ (@{selected|class-0-level})/2" into your macro's damage formula for all evocation-based spell attacks? Zan Thrax said: That... probably makes more sense. Is there any way to add "minimum 1" to a floor function? If not, I can always just use +1 until she hits level 2 and then change it to the math. Would this work? Keep 1 or 1/2 your class level, whatever is higher. + {1, (@{selected|class-0-level})/2}Kh1
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I actually had implemented my Ray of Frost as an attack for the wizard, but decided that I wanted to switch it to a spell to get the header information in place. For now, if it's a threat, I'll just roll it a second time for the crit confirm; it isn't like the 5% threat range is going to come up very often. edit: That looks like it will work just fine Vince. I didn't realize that I could use keep / drop functions on comma separated lists like that.