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

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Zan Thrax said: 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. Originally(just learning about how the templates worked) I had the attack and damage properties displayed, but we (Sam's advice) wanted the pf_spell template to look like the spell-block from Paizo's PRD/SRD, so I dropped them figuring if you had a spell-based attack you could just make an attack. You can still show the spell block if needed for into. Now that I better understand how the templates work(LOL), I believe I can add the attack and damage properties back in but hide them if not being used as well as the additional crit damage.
1428557797
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Zan Thrax said: 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. I learn an "old" macro trick every day on roll20. :-)
I should be able to use + {0, @{selected|CHA-mod}}Kh1 as a much cleaner method of ignoring negative ability mod values for abilities that are only meant to use ability bonuses. It's certainly more elegant than the ugly kludge I posted further up.
1428564646

Edited 1428564705
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I found and repaired the issue we were having with some of the sheet's button bars not working properly (specifically; couldn't drag/drop to the macro quick bar, or use the button bar macro's name from within another macro (nesting) ). There was a simple editing mistake. Simple fix. (my favorite kind) class="roll_repeating..." should have been name="roll_repeating..." 135 instances. :-) old code <button type="roll" Class="roll_repeating_class-ability_0_Display" title="%{selected|repeating_class-ability_0_Display}" value="&{template:pf_block} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{Class=**Class**: @{repeating_class-ability_0_class-number}}} {{name=@{repeating_class-ability_0_name}}} {{description = @{repeating_class-ability_0_short-description}}}"></button fixed code <button type="roll" name="roll_repeating_class-ability_0_Display" title="%{selected|repeating_class-ability_0_Display}" value="&{template:pf_block} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{Class=**Class**: @{repeating_class-ability_0_class-number}}} {{name=@{repeating_class-ability_0_name}}} {{description = @{repeating_class-ability_0_short-description}}}"></button I also found a missing " near the last of the Skills that may have been causing the sheet other problems... All better now. PR #768 on Git.
1428565228
Nibrodooh
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if im not mistaken we need both class= and name= i'll double check. i had fixed them a couple days ago and just hadn't made a pull request(i did upload to my git fork tho)
1428565515
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Nibrodooh said: if im not mistaken we need both class= and name= i'll double check. i had fixed them a couple days ago and just hadn't made a pull request(i did upload to my git fork tho) I didn't see a css class used on the attacks button bar and it was working properly. I used the attack button bar as my "control group". I did a quick test and the fix seems to be fine, but please double check. Thanks
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Edited 1428576595
Nibrodooh thanx for the help earlier. I'm running into an issue of the custom(pathfinder) character sheets not rolling in game. Is there a common problem causing that? If not let me know and I'll post what ever I need. Clarification they post in the game chat, but the only thing they seem to be posting is a blank acknoledging I pressed the button.
1428589658
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Hi Lanth Sor. Sounds like the your roll template code is jacked(not being refrenced). If you are using a custom sheet, what changes have been made to it? I assume this stems from the issues posted <a href="https://app.roll20.net/forum/post/1812010/pathfinder-character-sheet#post-1814278" rel="nofollow">https://app.roll20.net/forum/post/1812010/pathfinder-character-sheet#post-1814278</a> ... You are probably going to need to go through your sheet and compare code against the community's code.
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Edited 1428607419
Yes, Vince you are correct . Sorry for not posting code, first time working in code still dazed and confused. So here's what I have changed. Added the following before Perception(Line 2120) now perception is Line 2153. I sourced my code by copying Knowledge Arcana lines 1756-1788. This is as it appears in the sheet. &lt;div class="sheet-table-row"&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;button style="font-size:100%;" title="%{selected|Magic-Alteration-Check}" type="roll" value="&{template:pf_generic} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{name=Magic(Alteration)}} {{Check=[[1d20 + @{Magic-Alteration}]]}}" name="roll_Magic-Alteration-Check"&gt;&lt;/button&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-cs}" type="checkbox" name="attr_Magic-Alteration-cs" value="((((3 * @{Magic-Alteration-ranks}) + 3) - abs((3 * @{Magic-Alteration-ranks}) - 3)) / 2)" /&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-left"&gt;Magic (Alteration)&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration}" type="number" name="attr_Magic-Alteration" value="(@{Magic-Alteration-ranks} + @{Magic-Alteration-class} + @{Magic-Alteration-ability} + @{Magic-Alteration-racial} + @{Magic-Alteration-feat} + @{Magic-Alteration-item} + @{Magic-Alteration-misc}) - @{condition-fear} - @{condition-sickened}" disabled&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;=&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-ranks}" type="number" name="attr_Magic-Alteration-ranks" value="0"&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-class}" type="number" name="attr_Magic-Alteration-class" value="@{Magic-Alteration-cs}" disabled&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt; &lt;select title="@{Magic-Alteration-ability}" name="attr_Magic-Alteration-ability"&gt; &lt;option value="@{STR-mod}"&gt;STR&lt;/option&gt; &lt;option value="@{DEX-mod}"&gt;DEX&lt;/option&gt; &lt;option value="@{CON-mod}"&gt;CON&lt;/option&gt; &lt;option value="@{INT-mod}" selected&gt;INT&lt;/option&gt; &lt;option value="@{WIS-mod}"&gt;WIS&lt;/option&gt; &lt;option value="@{CHA-mod}"&gt;CHA&lt;/option&gt; &lt;/select&gt; &lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-ability}" type="number" name="attr_Magic-Alteration-ability-display" value="@{Magic-Alteration-ability}" disabled&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-racial}" type="number" name="attr_Magic-Alteration-racial" value="0"&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-feat}" type="number" name="attr_Magic-Alteration-feat" value="0"&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-item}" type="number" name="attr_Magic-Alteration-item" value="0"&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;b&gt;N/A&lt;/b&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Magic-Alteration-misc}" type="number" name="attr_Magic-Alteration-misc" value="0"&gt;&lt;/span&gt; &lt;/div&gt; &lt;div class="sheet-table-row"&gt; I ran into an issue with lines below giving me two errors when I rolled the new skill telling me it could not find the item and misc attributes, respectively. So I replaced them by copying the same code from perception and writing over the word perception with my new skill Magic(Alteration),as above. Which did fix the error codes. &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Perception-item}" type="number" name="attr_Perception-item" value="0"&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;b&gt;N/A&lt;/b&gt;&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;+&lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt;&lt;input title="@{Perception-misc}" type="number" name="attr_Perception-misc" value="0"&gt;&lt;/span&gt; &lt;/div&gt;
1428636447
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Not sure what's wrong Lanth Sor. I pasted your code into the console, appended the generic template to the end of it and I got the expected output to chat. Is your generic template the same as below? &lt;!-- Generic Roll Templates --&gt; &lt;rolltemplate&gt; &lt;table&gt; &lt;tr&gt;&lt;td colspan="2"&gt; {{#character_name}} {{#character_id}}[{{character_name}}]( <a href="http://journal.roll20.net/character/{{character_id" rel="nofollow">http://journal.roll20.net/character/{{character_id</a> }}){{/character_id}} {{^character_id}}{{character_name}}{{/character_id}} {{#name}}:{{/name}} {{/character_name}} {{#name}} {{#name_link}}[{{name}}]({{name_link}}){{/name_link}} {{^name_link}}{{name}}{{/name_link}} {{/name}} &lt;/td&gt;&lt;/tr&gt; {{#allprops() character_name character_id name_link}} &lt;tr&gt;&lt;td&gt;{{key}}&lt;/td&gt;&lt;td&gt;{{value}}&lt;/td&gt;&lt;/tr&gt; {{/allprops() character_name character_id name_link}} &lt;/table&gt; &lt;/rolltemplate&gt;
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Edited 1428638841
I can't find it on my character sheet code anywhere. This is the base for the character sheet. Also used this for CSS styling.
1428639682
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The roll templates are at the bottom of the sheet. That is the community sheet html and css proper. So you may have inadvertently messed up someting on the sheet while editing. It happens. You may need to try taking the community html and attempt your changes again.
Is there a stabilization roll on the sheet anywhere? Assuming not, can a macro be created that rolls a stabilization check and then reduces the character (or NPC) hit points?
1428644119
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No stabilization roll. It's just a CON check less your negative hit points(or add the amount to the DC) vs DC10. An ability macro could be made if you plan on dying a lot. :-) Macros do not have the ability to write to sheets.
Okay, thanks Vince. I wrote the stab check macro & it's working. Not that big a deal to hit the token with an extra point of damage when they fail the roll.
Vince said: Karankwan said: Hi Vince, Yes you understood me correctly. I never encountered a Monster/NPC with more than two SLA "classes" so maybe having it hard coded and increase the amount of SLA sections to two, will solve 99% of the cases. I agree that the benefit from having the possibility of adding SLA sections on your own gusto is very small and wouldn't justify a whole bunch of coding. /K Unless anyone(Sam specifically, or anyone) has an objection, comment, better suggestion, I'll have a crack at updating the sheet with your suggestions Karankwan. Have some gaming to do tonight and possibly tonorrow, but I'll jump on it asap. Hi guys, Just a small reminder. I don't know if anything happened regarding my suggestion. If it's only accessible for Mentors that's fine, since the campaign where I ran into those issues making me write a suggestion is run by a Mentor-GM. I just would need to know where he could get the code. Thanks! /K
1428717994
Nibrodooh
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Sheet Author
I was mistaken, the class is not needed in the code for the repeating section button. I had been thinking of a test to make a colour coded repeating section. the fix that Vince pushed to git is correct(as far as I can tell, I haven't tested it much yet, but it seems to work)
Zan Thrax said: Is there a stabilization roll on the sheet anywhere? Assuming not, can a macro be created that rolls a stabilization check and then reduces the character (or NPC) hit points? If it helps any, this is the macro I use when keeping HP in Bar1 on the tokens: &{template:pf_generic} {{name=@{selected|Token_Name}: Stabilize (*[Link](<a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying))*" rel="nofollow">http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying))*</a>}} {{Con Check=[[ 1d20 + @{selected|MyCon}[Con Mod] + @{Selected|Bar1} ]] ***DC:10*** }} {{On Fail=** Take [[1]] Dmg**}}{{If NegHP [[ 0+@{Selected|Bar1} ]] ≥ [[ @{selected|MyCon|Max} ]]= **†PERMA† †DEATH†**}}
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Karankwan said: Hi Vince, Yes you understood me correctly. I never encountered a Monster/NPC with more than two SLA "classes" so maybe having it hard coded and increase the amount of SLA sections to two, will solve 99% of the cases. I agree that the benefit from having the possibility of adding SLA sections on your own gusto is very small and wouldn't justify a whole bunch of coding. /K Vince said: Unless anyone(Sam specifically, or anyone) has an objection, comment, better suggestion, I'll have a crack at updating the sheet with your suggestions Karankwan. Have some gaming to do tonight and possibly tonorrow, but I'll jump on it asap. Hi guys, Just a small reminder. I don't know if anything happened regarding my suggestion. If it's only accessible for Mentors that's fine, since the campaign where I ran into those issues making me write a suggestion is run by a Mentor-GM. I just would need to know where he could get the code. Thanks! /K I haven't forgot about you Karankwan. I started working on adding your suggestions to the sheet right when we were juggling updates with the roll templates. I'll revisit the changes I was working on and have Nibrodooh take a look. Vince said: Hi Karankwan. This is the right place to make requests. I think your suggestions are good ones. Adding a CC roll for SLA's and Spells in the NPC section and having "Harmless" as a third option for SR sheet-wide are easy enough to implement. If I understand your second suggestion, you would like to see something like SLA-0(w/repeatable items), SLA-1(w/repeatable items), SLA-2(w/repeatable items), etc... where you could add as many unique SLA "classes" as needed for an NPC/Monster? Not sure if we can nest repeatable items within repeatable items... If it can be done, I'm not sure if the amount of code vs benefit would make it worthwhile. Maybe adding 2 SLA classes, like the Spell section would work?
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Mark G. said: Zan Thrax said: Is there a stabilization roll on the sheet anywhere? Assuming not, can a macro be created that rolls a stabilization check and then reduces the character (or NPC) hit points? If it helps any, this is the macro I use when keeping HP in Bar1 on the tokens: &{template:pf_generic} {{name=@{selected|Token_Name}: Stabilize (*[Link]( <a href="http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying))*" rel="nofollow">http://www.d20pfsrd.com/gamemastering/conditions#TOC-Dying))*</a>} } {{Con Check=[[ 1d20 + @{selected|MyCon}[Con Mod] + @{Selected|Bar1} ]] ***DC:10*** }} {{On Fail=** Take [[1]] Dmg**}}{{If NegHP [[ 0+@{Selected|Bar1} ]] ≥ [[ @{selected|MyCon|Max} ]]= **†PERMA† †DEATH†**}} Thanks for that Mark. Love the crosses. :-)
Vince said: Not yet... but this may help Pathfinder Character Sheet Roll Templates &lt;!-- Spell Roll Templates --&gt; 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}} &lt;!-- Attack Roll Templates --&gt; 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}} &lt;!-- Generic Roll Templates --&gt; pf_generic &{template:pf_generic} {{character_name}} {{character_id}} {{name}} {{name_link}} {{check}} &lt;!-- Block Text Roll Templates --&gt; 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. Is there a way to actually set the crit threat range or is it only set to 20?
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Edited 1428796306
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I'm working on adding attack and damage with critical damage for the pf_spell roll template. There isn't a way to change the crit-target by using the current repeatable spell section. Options, create a spell-based attack using a repeatable attack, adjust the macro-text for the repeatable spell item, or maybe we need to add a crit-target attribute on each repeatable spell item...
Is there a way to actually set the crit threat range or is it only set to 20? CS&gt;crit range ex: crit 19-20 = 1d20cs&gt;19 crit 15-20 = 1d20cs&gt;15 (remember that in roll20 the greater-than symbol ' &gt; ' actually means greater-than-or-equal-to)
so... this is a big thread but i had a question and ive... well.... given up trying to figure out if its been asked before. i understand that the html and coding and other things i dont understand can be altered to change things like macros and their templates, but i dont have any of that know-how. basically, im wondering if there is a way to edit the pre-generated macros such as the macro attached to the initiative, the attributes, etc... they all have macro buttons, but no way to edit the macros in the way that you can edit lets say.... the spell macros. i'm not a huge fan of the big bulky templates that pop up in chat when you use the default macros and i want to just turn them into emotes with in-line rolls x.x
Unless your GM is a Mentor, you can't make custom character sheets with your own changes to them. Mentors can, and a GM Mentor can select one of those cutom-edit sheets for their campaign. If the creator of the sheet your campaign is using hasn't made the sheet in a way to allow customizations, you can't really do anything with it. A lot of the talk in these forums about macro templates is essentially folks asking about their own macros using the templates from the sheets... not actually using the sheets themselves. ie: Jamerific 's post about 4 entries up, lists out all the template parameters you can use to make your own custom macros. For example, I actually don't care overmuch for the sheet macros, myself. (the derived stats and how they appear in rolls doesn't sit well with me, and I like to combine my macros into categories). Given that, I make my own macros from scratch and just make use of the formatting templates that the sheet enables.
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Edited 1428902434
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Hi Ali, the "hard-coded" sheet-rolls, any "non-repeatable" sheet-roll button/macro, can only be edited by modifying the sheet(Mentor level feature) directly. You can create your own ability macros based off of the sheet's code however. Execute one of the "non-repeatable" sheet-rolls you want to change, (Let's use Initiative from my character called "Conan" for example), then click in the Chat input window once it's done executing, use the "UP" arrow key to view the commands used for that macro. &{template:pf_generic} {{character_name=@{Conan|character_name}}} {{character_id=@{Conan|character_id}}} {{name=Initiative}} {{check=[[((1d20 + @{Conan|init}) + (0.01 * @{Conan|init})) &{tracker}]]} Copy/paste to a text editor and modify it to your liking. You'll notice this roll is using a roll template and the character_name is being used since this was being executed from the sheet. If I want to create a more universal macro I need to make some changes. First, let's use the replace tool of our text editor to swap "Conan" for "selected" and remove all the roll template syntax. Maybe something like; /em @{selected|character_name} - Initiative [[((1d20 + @{selected|init}) + (0.01 * @{selected|init})) &{tracker}]] Create your new Init macro and paste in your edited version. You don't have to use roll templates in your macros and you can create your own macro's using any attribute found on the sheet. Note that auto-calculated attributes, denoted by attributes that start with "@{Total-...}" will need to have the entire formula substituted in order to work correctly. Hope this helps. Post back if you have questions. Cheers
thanks so much for the quick reply vince its a shame we cant edit all the macro buttons, or have an option to pick their template or if they display as an emote. the big black and white box is just too much for my simple tastes x.x i appreciate the macro advice, though i think ill need to play around a lot before i understand what all that mean! time to tinker i suppose!
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A community sheet is often a hard compromise. Understandably, it's just not possible to please everyone. There is always the Mentor option of editing the sheet to your liking, or getting someone else to create a custom sheet for you. The repeatable items of the sheet have editable macro-text, but the downside is that you have to open the sheet and use the sheet-roll button directly...
Vince said: Karankwan said: Hi Vince, Yes you understood me correctly. I never encountered a Monster/NPC with more than two SLA "classes" so maybe having it hard coded and increase the amount of SLA sections to two, will solve 99% of the cases. I agree that the benefit from having the possibility of adding SLA sections on your own gusto is very small and wouldn't justify a whole bunch of coding. /K Vince said: Unless anyone(Sam specifically, or anyone) has an objection, comment, better suggestion, I'll have a crack at updating the sheet with your suggestions Karankwan. Have some gaming to do tonight and possibly tonorrow, but I'll jump on it asap. Hi guys, Just a small reminder. I don't know if anything happened regarding my suggestion. If it's only accessible for Mentors that's fine, since the campaign where I ran into those issues making me write a suggestion is run by a Mentor-GM. I just would need to know where he could get the code. Thanks! /K I haven't forgot about you Karankwan. I started working on adding your suggestions to the sheet right when we were juggling updates with the roll templates. I'll revisit the changes I was working on and have Nibrodooh take a look. Vince said: Hi Karankwan. This is the right place to make requests. I think your suggestions are good ones. Adding a CC roll for SLA's and Spells in the NPC section and having "Harmless" as a third option for SR sheet-wide are easy enough to implement. If I understand your second suggestion, you would like to see something like SLA-0(w/repeatable items), SLA-1(w/repeatable items), SLA-2(w/repeatable items), etc... where you could add as many unique SLA "classes" as needed for an NPC/Monster? Not sure if we can nest repeatable items within repeatable items... If it can be done, I'm not sure if the amount of code vs benefit would make it worthwhile. Maybe adding 2 SLA classes, like the Spell section would work? Ooops, sorry for stressing about it then. Great that you want to implement it. Thanks again! /K
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NP K. Taxes and working out of town this week... but you're on the list. :-)
Hi, I'm having a little issue with the attack button macros on the Pathfinder character sheet template. I need to modify them slightly to add in weapon enhancement damage (1d6) or rogue sneak attack damage. The first thing I tried was to add this line to the macro in the "macro text" section of the attacks tab : {{lightning damage=[[1d6]]}} This works fine as long as I click the button in the character sheet window, but it fails when I link the button to my macro bar or when I try to call it with %{selected|repeating_weapon_1_Attack} from the attributes and abilities page. It simply calls the pre-made macro without the fix ! I don't want to have to open up my character sheet every time I attack, so the next thing I tried was to copy/paste the macro text into the attributes and abilities section, adding in "repeating_weapon_1_" before all of the attributes specific to the attack. This ALSO failed because I don't seem to have access to the total-attack and total-damage fields... I get the error message No attribute was found for @{Arik|repeating_weapon_0_total-attack} No attribute was found for @{Arik|repeating_weapon_0_total-damage} Is there some way I can make this work ? It would be great if you could make %{selected|repeating_weapon_1_Attack} function call the macro as it is written in the the text box rather than calling the pre-made macro...
Hi. First I would like to say Sorry if this was already asked. I did my best to search all three threads and gaven't found a thing on this subject..... My question is this: Is there a way to make token actions of the sheet macros? I'm new to roll20 and couldn't find a way to do it (of course that being both new to the plataform and not very knowledgeable of the script language is sure to blame).
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Alex B. said: Hi, I'm having a little issue with the attack button macros on the Pathfinder character sheet template. I need to modify them slightly to add in weapon enhancement damage (1d6) or rogue sneak attack damage. The first thing I tried was to add this line to the macro in the "macro text" section of the attacks tab : {{lightning damage=[[1d6]]}} This works fine as long as I click the button in the character sheet window, but it fails when I link the button to my macro bar or when I try to call it with %{selected|repeating_weapon_1_Attack} from the attributes and abilities page. It simply calls the pre-made macro without the fix ! I don't want to have to open up my character sheet every time I attack, so the next thing I tried was to copy/paste the macro text into the attributes and abilities section, adding in "repeating_weapon_1_" before all of the attributes specific to the attack. This ALSO failed because I don't seem to have access to the total-attack and total-damage fields... I get the error message No attribute was found for @{Arik|repeating_weapon_0_total-attack} No attribute was found for @{Arik|repeating_weapon_0_total-damage} Is there some way I can make this work ? It would be great if you could make %{selected|repeating_weapon_1_Attack} function call the macro as it is written in the the text box rather than calling the pre-made macro... Hi Alex. This is an OFTEN asked question. :-) The Pathfinder sheet uses repeatable items in many areas, class abilities, attacks, feats, traits, racial traits, spells, equipment, etc. Repeatable item attribute do not exist until they are added [+Add] at the bottom of repeatable items on the sheet. Roll20 does not create attributes for repeatable items the same as other other non-repeatable attributes. Sam, the original creator of the pathfinder sheets, added button bars that have "hard coded" macros written into the sheet that correspond directly with the repeatable items.(0-26) You can drag and drop the attack bar buttons and you can use their button roll name directly in other macros. ie %{selected|repeating_weapon_0_Attack} Since the code is written into the sheet, the only way to modify the button bar macros, is to edit the sheet's html (Mentor level feature) and create your own custom version of the sheet. The macro-text on repeatable items, allow the user to modify the repeatable item's button macro. Downside, you have to open the sheet and use the repeatable item's button in order for it to use the macro-text entered. You can copy the macro-text and with a little substitution/editing, you can make your own custom ability macros. For repeatable items, you need to include the the "long path" to call each attribute, meaning you will need to use @{selected|repeatable_item...} in order to use the correct attributes in your macro. Also, any auto-calculated attributes will require that you enter the entire formula in order for it to work. You can learn the auto-calculated formula for specific attributes by using the right-click, Inspect element(chrome) and copy the html of the attribute for value="something..." ie the formula for @{repeating_weapon_X_total-attack} is (@{proficiency} + (((@{enhance} + @{masterwork}) + abs(@{enhance} - @{masterwork})) / 2) + @{attack} + @{attack-type} + @{armor-proficiency}) Roll20 could really help out character sheets with added support for repeatable items. Please add a comment/vote for the suggestion Official support for repeating sections in character sheets Cheers.
1429416229
vÍnce
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Sheet Author
Roberto S. said: Hi. First I would like to say Sorry if this was already asked. I did my best to search all three threads and gaven't found a thing on this subject..... My question is this: Is there a way to make token actions of the sheet macros? I'm new to roll20 and couldn't find a way to do it (of course that being both new to the plataform and not very knowledgeable of the script language is sure to blame). Hi Roberto. Sure, you can learn any sheet roll button's name (except for repeatable items, see my post just above this one for an explanation) by hovering over the button. You can also learn attribute names by hovering over any field on the sheet. Once you know the sheet roll button's name, you can use that in an ability macro and it will work just like you had pushed the button on the sheet directly. ie, to create an ability macro for attack 0, I hover over the attack row button 0 and learn the name of the sheet roll button macro is "%{selected|repeating_weapon_0_Attack}" [no quotes]. Create an ability macro and enter "%{selected|repeating_weapon_0_Attack}" [no quotes] as the command. When you click that ability macro, it will execute the repeatable attack 0. Cheers
1429484920
Sam
Pro
Sheet Author
In addition to conditions that the character sheet has, could we add a section for negative levels? they affect so many things that it would be really nice to only have to change one spot instead of having to change everything.
Vince said: Alex B. said: Hi, I'm having a little issue with the attack button macros on the Pathfinder character sheet template. I need to modify them slightly to add in weapon enhancement damage (1d6) or rogue sneak attack damage. The first thing I tried was to add this line to the macro in the "macro text" section of the attacks tab : {{lightning damage=[[1d6]]}} This works fine as long as I click the button in the character sheet window, but it fails when I link the button to my macro bar or when I try to call it with %{selected|repeating_weapon_1_Attack} from the attributes and abilities page. It simply calls the pre-made macro without the fix ! I don't want to have to open up my character sheet every time I attack, so the next thing I tried was to copy/paste the macro text into the attributes and abilities section, adding in "repeating_weapon_1_" before all of the attributes specific to the attack. This ALSO failed because I don't seem to have access to the total-attack and total-damage fields... I get the error message No attribute was found for @{Arik|repeating_weapon_0_total-attack} No attribute was found for @{Arik|repeating_weapon_0_total-damage} Is there some way I can make this work ? It would be great if you could make %{selected|repeating_weapon_1_Attack} function call the macro as it is written in the the text box rather than calling the pre-made macro... Hi Alex. This is an OFTEN asked question. :-) The Pathfinder sheet uses repeatable items in many areas, class abilities, attacks, feats, traits, racial traits, spells, equipment, etc. Repeatable item attribute do not exist until they are added [+Add] at the bottom of repeatable items on the sheet. Roll20 does not create attributes for repeatable items the same as other other non-repeatable attributes. Sam, the original creator of the pathfinder sheets, added button bars that have "hard coded" macros written into the sheet that correspond directly with the repeatable items.(0-26) You can drag and drop the attack bar buttons and you can use their button roll name directly in other macros. ie %{selected|repeating_weapon_0_Attack} Since the code is written into the sheet, the only way to modify the button bar macros, is to edit the sheet's html (Mentor level feature) and create your own custom version of the sheet. The macro-text on repeatable items, allow the user to modify the repeatable item's button macro. Downside, you have to open the sheet and use the repeatable item's button in order for it to use the macro-text entered. You can copy the macro-text and with a little substitution/editing, you can make your own custom ability macros. For repeatable items, you need to include the the "long path" to call each attribute, meaning you will need to use @{selected|repeatable_item...} in order to use the correct attributes in your macro. Also, any auto-calculated attributes will require that you enter the entire formula in order for it to work. You can learn the auto-calculated formula for specific attributes by using the right-click, Inspect element(chrome) and copy the html of the attribute for value="something..." ie the formula for @{repeating_weapon_X_total-attack} is (@{proficiency} + (((@{enhance} + @{masterwork}) + abs(@{enhance} - @{masterwork})) / 2) + @{attack} + @{attack-type} + @{armor-proficiency}) Roll20 could really help out character sheets with added support for repeatable items. Please add a comment/vote for the suggestion Official support for repeating sections in character sheets Cheers. Thanks for your long reply. I understand everything now :). I actually did what you advised, I copy-pasted the attack macro text into the attributes and abilities macro section and replaced @{repeating_weapon_X_total-attack} and @{repeating_weapon_X_total-damage} by their formulas from the "inspect" feature on chrome. I thought I'd post the final macro here so nobody else has to go through the pain of doing it !! It's long but it works ^^. Here is for weapon 0. You can copy paste into work and find and replace "repeating_weapon_0" "with repeating_weapon_1" for your other buttons. This macro adds a d6 of lightning damage to the attack, good luck finding that ;). &{template:pf_attack} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{name=@{repeating_weapon_0_name}}} {{attack=[[1d20cs&gt;@{repeating_weapon_0_crit-target} +(@{repeating_weapon_0_proficiency} + (((@{repeating_weapon_0_enhance} + @{repeating_weapon_0_masterwork}) + abs(@{repeating_weapon_0_enhance} - @{repeating_weapon_0_masterwork})) / 2) + @{repeating_weapon_0_attack} + @{repeating_weapon_0_attack-type} + @{armor-proficiency}) ]]}} {{damage=[[@{repeating_weapon_0_damage-dice-num}d@{repeating_weapon_0_damage-die} +(@{repeating_weapon_0_enhance} + @{repeating_weapon_0_damage} + @{repeating_weapon_0_damage-ability})]]}} {{lightning damage=[[1d6]]}} {{crit_confirm=[[1d20 +(@{repeating_weapon_0_proficiency} + (((@{repeating_weapon_0_enhance} + @{repeating_weapon_0_masterwork}) + abs(@{repeating_weapon_0_enhance} - @{repeating_weapon_0_masterwork})) / 2) + @{repeating_weapon_0_attack} + @{repeating_weapon_0_attack-type} + @{armor-proficiency}) ]]}} {{crit_damage=[[(@{repeating_weapon_0_damage-dice-num} * (@{repeating_weapon_0_crit-multiplier} - 1))d@{repeating_weapon_0_damage-die} +(@{repeating_weapon_0_enhance} + @{repeating_weapon_0_damage} + @{repeating_weapon_0_damage-ability})* (@{repeating_weapon_0_crit-multiplier} - 1))]]}} {{type=@{repeating_weapon_0_type}}} {{description=@{repeating_weapon_0_notes}}}
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Edited 1429712014
Kryx
Pro
Sheet Author
API Scripter
Vince said: Hi Roberto. Sure, you can learn any sheet roll button's name (except for repeatable items, see my post just above this one for an explanation) by hovering over the button. You can also learn attribute names by hovering over any field on the sheet. Once you know the sheet roll button's name, you can use that in an ability macro and it will work just like you had pushed the button on the sheet directly. ie, to create an ability macro for attack 0, I hover over the attack row button 0 and learn the name of the sheet roll button macro is "%{selected|repeating_weapon_0_Attack}" [no quotes]. Create an ability macro and enter "%{selected|repeating_weapon_0_Attack}" [no quotes] as the command. When you click that ability macro, it will execute the repeatable attack 0. Cheers Holy shit... this works? Has the author done anything special here? I'd really like to make repeatable rolls accessible on my 5e Shaped sheet. EDIT: I found the secret codez: &lt;span class="sheet-table-data sheet-center"&gt; &lt;button type="roll" name="roll_repeating_weapon_0_Attack" title="%{selected|repeating_weapon_0_Attack}" value="/em is attacking @{target|token_name} @{repeating_weapon_0_name}&#x00A;Attack Result: [[1d20 + (@{repeating_weapon_0_proficiency} + (((@{repeating_weapon_0_enhance} + @{repeating_weapon_0_masterwork}) + abs(@{repeating_weapon_0_enhance} - @{repeating_weapon_0_masterwork})) / 2) + @{repeating_weapon_0_attack} + @{repeating_weapon_0_attack-type} + @{armor-proficiency})]]&#x00A;(Needs at least [[(@{repeating_weapon_0_crit-target}) + (@{repeating_weapon_0_proficiency} + (((@{repeating_weapon_0_enhance} + @{repeating_weapon_0_masterwork}) + abs(@{repeating_weapon_0_enhance} - @{repeating_weapon_0_masterwork})) / 2) + @{repeating_weapon_0_attack} + @{repeating_weapon_0_attack-type} + @{armor-proficiency})]] to crit.)&#x00A;Damage Result: [[@{repeating_weapon_0_damage-dice-num}d@{repeating_weapon_0_damage-die} + (@{repeating_weapon_0_enhance} + @{repeating_weapon_0_damage} + @{repeating_weapon_0_damage-ability})]]&#x00A;Crit: @{repeating_weapon_0_crit-target}/x@{repeating_weapon_0_crit-multiplier}&#x00A;Crit Confirm: [[1d20 + (@{repeating_weapon_0_proficiency} + (((@{repeating_weapon_0_enhance} + @{repeating_weapon_0_masterwork}) + abs(@{repeating_weapon_0_enhance} - @{repeating_weapon_0_masterwork})) / 2) + @{repeating_weapon_0_attack} + @{repeating_weapon_0_attack-type} + @{armor-proficiency})]]&#x00A;Crit Damage: +[[(@{repeating_weapon_0_damage-dice-num} * (@{repeating_weapon_0_crit-multiplier} - 1))d@{repeating_weapon_0_damage-die} + ((@{repeating_weapon_0_enhance} + @{repeating_weapon_0_damage} + @{repeating_weapon_0_damage-ability}) * (@{repeating_weapon_0_crit-multiplier} - 1))]]&#x00A;Type: @{repeating_weapon_0_type}&#x00A;Notes: @{repeating_weapon_0_notes}&#x00A;@{attack-notes}"&gt;&lt;/button&gt; &lt;/span&gt; &lt;span class="sheet-table-data sheet-center"&gt; &lt;button type="roll" name="roll_repeating_weapon_1_Attack" title="%{selected|repeating_weapon_1_Attack}" value="/em is attacking @{target|token_name} @{repeating_weapon_1_name}&#x00A;Attack Result: [[1d20 + (@{repeating_weapon_1_proficiency} + (((@{repeating_weapon_1_enhance} + @{repeating_weapon_1_masterwork}) + abs(@{repeating_weapon_1_enhance} - @{repeating_weapon_1_masterwork})) / 2) + @{repeating_weapon_1_attack} + @{repeating_weapon_1_attack-type} + @{armor-proficiency})]]&#x00A;(Needs at least [[(@{repeating_weapon_1_crit-target}) + (@{repeating_weapon_1_proficiency} + (((@{repeating_weapon_1_enhance} + @{repeating_weapon_1_masterwork}) + abs(@{repeating_weapon_1_enhance} - @{repeating_weapon_1_masterwork})) / 2) + @{repeating_weapon_1_attack} + @{repeating_weapon_1_attack-type} + @{armor-proficiency})]] to crit.)&#x00A;Damage Result: [[@{repeating_weapon_1_damage-dice-num}d@{repeating_weapon_1_damage-die} + (@{repeating_weapon_1_enhance} + @{repeating_weapon_1_damage} + @{repeating_weapon_1_damage-ability})]]&#x00A;Crit: @{repeating_weapon_1_crit-target}/x@{repeating_weapon_1_crit-multiplier}&#x00A;Crit Confirm: [[1d20 + (@{repeating_weapon_1_proficiency} + (((@{repeating_weapon_1_enhance} + @{repeating_weapon_1_masterwork}) + abs(@{repeating_weapon_1_enhance} - @{repeating_weapon_1_masterwork})) / 2) + @{repeating_weapon_1_attack} + @{repeating_weapon_1_attack-type} + @{armor-proficiency})]]&#x00A;Crit Damage: +[[(@{repeating_weapon_1_damage-dice-num} * (@{repeating_weapon_1_crit-multiplier} - 1))d@{repeating_weapon_1_damage-die} + ((@{repeating_weapon_1_enhance} + @{repeating_weapon_1_damage} + @{repeating_weapon_1_damage-ability}) * (@{repeating_weapon_1_crit-multiplier} - 1))]]&#x00A;Type: @{repeating_weapon_1_type}&#x00A;Notes: @{repeating_weapon_1_notes}&#x00A;@{attack-notes}"&gt;&lt;/button&gt; &lt;/span&gt;
1429713740

Edited 1429714138
chris b.
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Sheet Author
API Scripter
Adding precision or other damage: I actually do that by adding the extra damage dice to the Notes section. Such as Lightning: [[1d6]] It is not the prettiest but the template parses it and performs the roll and adds it to the bottom of the box displayed in the comments. It also works from macros even with the simple %{selected|repeating_weapon_0_Attack} As far as my testing has gone, this works as long as you are just adding some simple rolls. Please do not ever add escaping to the notes display in the template! :) Obviously this cannot ADD the damage to the total, but then you don't necessarily want to, especially with precision damage that is not applied to crits, or other types of damage like lightning. Here are some screenshots I sent my players: (made with Snagit)
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Edited 1429733434
Hi, I may be out-of-topic while reading all of these contributions, but I saw that people asking for some help in the main thread by creating another topic were redirected here, so I came here to ask my own questions. I was wondering, the PF Character Sheet seems a bit odd to me, I'm usually playing with friends table-top style, but while talking about it it interested some friends who are far away, so I began searching some virtual table-tops and I must say that roll20 seems to be the one suiting my tastes the best, especially the fact it's used in a browser. For some reasons, when I throw the dice for a weapon, like my Ghost Touch Mace +1 (which is a heavy mace), I entered the values (as seens in the following screenshots), but it throws the dice for the crits even if it didn't proc. I find it strange that it throws everything it can, while using the 3D models, it's hard to understand the throws (two d20 for a single attack, no crits, meh ?). Is it normal, or is it a bug that needs to be reported or that's already reported ? Thanks for your answers ! Ps: If I'm unclear with my text, here goes two screenshots (Mace and Bow) : the Bow and the Mace
1429734918
vÍnce
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Sheet Author
Hi Aurélien. Welcome to the club. Prior to roll templates being introduced recently, it was common for multiple rolls to be thrown and displayed at the same time to save time, ie roll attack, damage, crit confirm and crit damage. Previously, it was common to show everything in output and the GM/Players would decide what was applicable to the attack. Now with roll templates, there are some built-in "roll helpers" and basic logic that can be used to show the result only if it is applicable. ie, only roll a crit confirm and crit damage if the initial attack roll was a threat or crit. I believe roll templates process for output only after the rolls are made and therefore if you have 3d dice enabled, you will see all rolls even if only part of the results are passed to chat. I guess you could say it's kind-of-a bug and not solely an issue of the Pathfinder sheet. Cheers
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Edited 1429735143
vÍnce
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Sheet Author
Thanks for sharing your enhanced attack macro Allex. Custom ability macros for the PF sheet's repeatable items can get HUGE. :-)
1429735374
vÍnce
Pro
Sheet Author
chris b. said: Adding precision or other damage: I actually do that by adding the extra damage dice to the Notes section. Such as Lightning: [[1d6]] It is not the prettiest but the template parses it and performs the roll and adds it to the bottom of the box displayed in the comments. It also works from macros even with the simple %{selected|repeating_weapon_0_Attack} It's nice being able to include inline rolls and descriptive text within the block text attributes of the sheet. Nice tip Chris.
1429736279

Edited 1429740285
vÍnce
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Samuel T. said: In addition to conditions that the character sheet has, could we add a section for negative levels? they affect so many things that it would be really nice to only have to change one spot instead of having to change everything. Another great suggestion Samuel. I think you need to step-up to Mentor so you can help "bake this cake". :-) Sam added the existing conditions to the sheet, so I haven't had a close look at how it's actually implemented. Open thoughts; create a new attribute with an input for energy drain's negative levels ( @{condition-drained} ) That number would need to be subtracted from all rolls affected by energy drain ... Just about every roll/check on the sheet. For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense , saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. If a creature's negative levels equal or exceed its total Hit Dice, it dies. Some work would have to be done, but I think it's doable and should be considered as a viable/doable suggestion for the PF sheet.
1429742290
vÍnce
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Sheet Author
Working on adding attack/damage/crit_confirm/crit_damage function from the pf_attacks roll template to the pf_spell roll template. Will this work for the spell-based attacks? Example macro using pf_spell roll template with 2 attacks (cs&gt;1 was only used for testing purposes): &{template:pf_spell} {{name=[@{name}](<a href="http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/corrosiveTouch.html#corrosive-touch" rel="nofollow">http://paizo.com/pathfinderRPG/prd/ultimateMagic/spells/corrosiveTouch.html#corrosive-touch</a>)}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{school=@{school}}} {{level=@{spellclass-0-name} [[@{spellclass-0-level-total}]]}} {{casting_time=@{cast-time}}} {{components=@{components}}} {{range=@{range}}} {{target=@{targets}}} {{duration=@{duration}}} {{saving_throw=@{save}}} {{dc=[[@{spellclass-0-level-1-savedc} + @{DC-mod}]]}} {{sr=@{sr}}} {{spell_description=@{description}}} {{attack=[[1d20cs&gt;1 + (@{bab} + @{attk-melee-ability} + @{size} + @{attk-melee-misc} + @{attk-melee-temp} + @{attk-penalty} - @{condition-dazzled} - @{condition-entangled} - @{condition-grappled} - @{condition-fear} - @{condition-sickened} - @{condition-prone} + @{condition-invisible})]] }} {{damage=[[@{class-0-level}d4]] }} {{crit_confirm=[[1d20 + (@{bab} + @{attk-melee-ability} + @{size} + @{attk-melee-misc} + @{attk-melee-temp} + @{attk-penalty} - @{condition-dazzled} - @{condition-entangled} - @{condition-grappled} - @{condition-fear} - @{condition-sickened} - @{condition-prone} + @{condition-invisible}) ]]}} {{crit_damage=[[1d4]] }} {{attack2=[[1d20cs&gt;1 + (@{bab} + @{attk-melee-ability} + @{size} + @{attk-melee-misc} + @{attk-melee-temp} + @{attk-penalty} - @{condition-dazzled} - @{condition-entangled} - @{condition-grappled} - @{condition-fear} - @{condition-sickened} - @{condition-prone} + @{condition-invisible})]] }} {{damage2=[[@{class-0-level}d4]] }} {{crit_confirm2=[[1d20 + (@{bab} + @{attk-melee-ability} + @{size} + @{attk-melee-misc} + @{attk-melee-temp} + @{attk-penalty} - @{condition-dazzled} - @{condition-entangled} - @{condition-grappled} - @{condition-fear} - @{condition-sickened} - @{condition-prone} + @{condition-invisible}) ]]}} {{crit_damage2=[[1d4]] }}
Thanks for your answer Vince, I guess it cannot be helped for now. I don't mind, it was just a bit odd, I already guessed it was because of the way it worked, but I had to be sure about this. And again, thanks for your work, it's a great help to VTT players :) If the players I'm going to play with agree, it's very likely we'll go with a Supporter/Mentor account to both help roll20 and ourselves with some nice features.
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Edited 1429746422
vÍnce
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Shyning said: Thanks for your answer Vince, I guess it cannot be helped for now. I don't mind, it was just a bit odd, I already guessed it was because of the way it worked, but I had to be sure about this. And again, thanks for your work, it's a great help to VTT players :) If the players I'm going to play with agree, it's very likely we'll go with a Supporter/Mentor account to both help roll20 and ourselves with some nice features. I'm fairly certain that's the issue with displaying all 3d dice rolls, but I could be mistaken. You might want to ask in the Specific Use forum to get a response from a "higher power" (Mod or Dev). BTW, I'm just one of the cogs working on the PF sheet. Major props to Sam(the creator) and Nibrodooh who has taken up the lion's share of the latest programing/troubleshooting duties of the sheet. Cheers. OOPS: wrong quote. my bad
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Edited 1429748573
I read the whole subject already (about the creators/helpers), yet your work's still a great help ;) But obviously, my thank goes to them as well. I guess I'll ask about that later as you said, this is a minor problem for now, I'm busy with some other things but once I'm done I'll look into this and seek for some enlightment. Edit: Nah don't worry, it was the good quote, I just modified my username, since I'm more used to the players calling me this way than using my real name :) In English, most people mess it up too much xD
Oh, and I got another question : how do you put an input like "infinite" ? For example, as a Summoner I've got some level 0 spells that have an infinite number of uses, what should I put then ?
1429826184
Sam
Pro
Sheet Author
@Vince, I actually do have access to a mentor campaign that I am GM of (one of my players has the mentor status). So I can now help develop some things. I will attempt to develop the energy drain mechanic.
1429836599
vÍnce
Pro
Sheet Author
Samuel T. said: @Vince, I actually do have access to a mentor campaign that I am GM of (one of my players has the mentor status). So I can now help develop some things. I will attempt to develop the energy drain mechanic. Sweet! That's good news Samuel.