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[Script] Edge of the Empire Dice with Images in the Chat Window

1444845672

Edited 1444858584
Josh A.
Sheet Author
GM Knowledge Rhino said: I also want to tweak the vehicle sheet Currently it works well if you only have 1 vehicle/ship but what if it is later in the game and you have a vehicle AND a ship? The current vehicle sheet does not account for riding mounts yet. I think the idea of the Vehicle Sheet is to create a unique vehicle sheet for each vehicle, not to place all of a single character's vehicles on his own sheet, since often an entire party will utilize the same vehicle. Also, if you're interested, I've done some work towards creating and integrating roll templates into this sheet. It's fairly difficult because of the integration with the API but I managed to find a way around it. I hadn't finished yet as implementing this for the text-based dice option on the API would require more rewriting of the API than I had time for. You can check my github for my modified sheets that I use in my campaign: <a href="https://github.com/saethone/edge" rel="nofollow">https://github.com/saethone/edge</a> feel free to utilize that if you're interested in adding the rolltemplates in.&nbsp; One thing I'll note from my experience with the sheet is that there is a lot of space on the sheet taken up by graphics and such that interfere with the usability of the sheet - too much wasted space if you will.&nbsp; I extracted several peices of graphics out of the official character sheet pdfs that you can use if you'd like if you're into taking on that issue also <a href="http://imgur.com/a/4EaaU#4" rel="nofollow">http://imgur.com/a/4EaaU#4</a>
1444962843
[Deleted]
Sheet Author
API Scripter
Josh A. said: I think the idea of the Vehicle Sheet is to create a unique vehicle sheet for each vehicle, not to place all of a single character's vehicles on his own sheet, since often an entire party will utilize the same vehicle. I was thinking that too, and trying to figure out how to deal with that. I am putting off that "upgrade" until last. Josh A. said: Also, if you're interested, I've done some work towards creating and integrating roll templates into this sheet. It's fairly difficult because of the integration with the API but I managed to find a way around it. I hadn't finished yet as implementing this for the text-based dice option on the API would require more rewriting of the API than I had time for. You can check my github for my modified sheets that I use in my campaign: <a href="https://github.com/saethone/edge" rel="nofollow">https://github.com/saethone/edge</a> feel free to utilize that if you're interested in adding the rolltemplates in. Thank you, I will look at integrating this into the next updates. Josh A. said: One thing I'll note from my experience with the sheet is that there is a lot of space on the sheet taken up by graphics and such that interfere with the usability of the sheet - too much wasted space if you will.&nbsp; I extracted several peices of graphics out of the official character sheet pdfs that you can use if you'd like if you're into taking on that issue also <a href="http://imgur.com/a/4EaaU#4" rel="nofollow">http://imgur.com/a/4EaaU#4</a> These look great. I am labelling all the stuff in the CSS so I can easily drop these in without much effort. Kittykissz said: Thank you GM KR for taking your time and working on the Character sheet! *CYBER HUG* I appreciate that, but wait for the hugs until you see if you like my updates or not. -------------- So, onto what I have been able to accomplish. Player Sheet changes New Tab Added - Group Sheet Group sheet has 2 Sub Tabs - Base of Operations and Shared Resources Base of Operations tab <a href="http://i.imgur.com/wVBOf2k.png" rel="nofollow">http://i.imgur.com/wVBOf2k.png</a> Shared Resources tab <a href="http://imgur.com/Z2A7erq" rel="nofollow">http://imgur.com/Z2A7erq</a> & <a href="http://imgur.com/5gztCAu" rel="nofollow">http://imgur.com/5gztCAu</a> Edits of current tabs New Character Sheet tab titles <a href="http://imgur.com/Uqhj7ZN" rel="nofollow">http://imgur.com/Uqhj7ZN</a> Item Inventory tab <a href="http://imgur.com/yYqmi6u" rel="nofollow">http://imgur.com/yYqmi6u</a> GM sheet changes New Buttons! - If you assign character tokens to the Players, the GM now has a way to auto roll the mechanics (Obligation, Duty, and Morality)! <a href="http://imgur.com/B6GZ1Od" rel="nofollow">http://imgur.com/B6GZ1Od</a> New Tab! - In order to benefit GMs that like organization, I added a way for the GM to track Player mechanics (Obligation, Duty, and Morality). <a href="http://imgur.com/fAD7uam" rel="nofollow">http://imgur.com/fAD7uam</a> Updated the HTML and CSS code Fixed over 200 html code/tag errors Added LOTS of comments Every new section/feature comes with comments! Next steps Now that there is a group sheet, there is the complication of how to keep them accurate between the Players... I am going to be looking into the code of the destiny pool sync command and try to do that with all the group sections so they can be "write once, read multiple" style. Adding a Companion Sheet Fixing the Vehicle Sheet Any other ideas? let me know. I will try to keep up with this thread, but if I don't succeed, PM me.
1444963818
[Deleted]
Sheet Author
API Scripter
I forgot to add a few other things I changed, for better or worse. I used to use 3 scripts to play, 1 to easy roll the group mechanics, 1 to auto create a character sheet for new Players, and the main one. I integrated them all into 1, with zero issues. Also, the character sheet had a few issues with "limits". Thresholds /dice/etc were able to go to ridiculous heights... I fixed that. I think the only box allowed to go into negative numbers currently is the handling of a ship/vehicle. This enforces the RAW rules of counting UP to your threshold rather than counting down from your threshold (like as if it was a video game). Also Characteristic / Skill limits are enforced. The Characteristics max out at 7 and skills max out at 5 ranks. While you can get talents to improve them beyond that for actions/maneuvers/etc that does not change the base numbers per the rules. Also, I looked at Josh's suggestions... I like the Tabs being shrunk, that is neat and useful. I will have to see how well the GM Dice pool is affected through as it looks like it has some sort of graphics problem. Also it seems like the edits were done to an earlier javascript as well as an earlier character sheet, as it is missing the destiny point/pool sections. (I do like the weapons section with the "carried" checkboxes)
Yeah, those edits were done to a character sheet before someone merged the destiny point tracker into the sheet...so only about one version back I think
1445029143

Edited 1445029988
So have you taken over the Dice API, the Character Sheets, or both? For the sheets, there are three things I would love. * The sheet outputs an "Attribute" for each skill that can be called via macros and stuff. (not just a number but something like 2y 2g) * An Attribute field for available force. I can't seem to make macro code do math (Force Rating - Committed) in that instance. * The Force Talents section allows you to add dice or attach a skill to the roll. I.E. Athletics to Enhance. They are really just quality-of-life improvements, nothing major. Certainly fix the important stuff before thinking about tackling those. Oh, and thanks for doing this! It's nice to have work being done on things. It's my favorite game to play, and really the only I even play anymore.
1445037336

Edited 1445038510
[Deleted]
Sheet Author
API Scripter
S.H. Miller said: So have you taken over the Dice API, the Character Sheets, or both Well I have taken over at least the Character sheet / CSS associated with it, but I made changes to the Dice script as well as it was better than using multiple scripts. Also the last person that was making changes to the script "quit". I figured I would handle it as nobody else was doing anything on it that I wanted. S.H. Miller said: For the sheets, there are three things I would love. * The sheet outputs an "Attribute" for each skill that can be called via macros and stuff. (not just a number but something like 2y 2g) * An Attribute field for available force. I can't seem to make macro code do math (Force Rating - Committed) in that instance. * The Force Talents section allows you to add dice or attach a skill to the roll. I.E. Athletics to Enhance. They are really just quality-of-life improvements, nothing major. Certainly fix the important stuff before thinking about tackling those. Oh, and thanks for doing this! It's nice to have work being done on things. It's my favorite game to play, and really the only I even play anymore. Okay, so lets see that I understand your request: You want an "variable" of some kind for the Force Rating + another for Committed Force Dice. Looking at the Character sheet code itself, I think I found the variable you wanted. In the Force Powers sub section, it has a "roll" with this code "&lt;td&gt;&lt;input type="number" name="attr_forceavalible" value="@{forcerating}-@{forcecommitted}" disabled&gt;&lt;/td&gt;" This leads me to believe you only need to run your macro against the attr_forceavailable&nbsp; Let me know if this helps. You want a skill selector in the Force Powers section, that works like the custom skill option. I can probably add a drop down with the list of skills (Though I might be able steal that from the Vehicle weapons section),&nbsp; I will look into the specifics and get back to you. On other fronts, I have setup a github thing for my "in progress" sheet / css / script. <a href="https://github.com/KnowledgeRhino/FFG-SWRPG-Charac" rel="nofollow">https://github.com/KnowledgeRhino/FFG-SWRPG-Charac</a>... It is still rough, so forgive the ugliness of the coding, I am trying to clean it up while adding things. (Please note, I have one "house rule" currently in the sheet, it is in the Morality section and it has, Conflict like RAW, but adds "Harmony" as an opposite to that, I will remove this from any character sheet I finalize and try to keep that "forked" from the main sheet, as with any other House Rule sections I add)
1445041510
Steve D.
Sheet Author
API Scripter
Love it! Way to step up GM KR! I only have one note about the vehicle section. When I created that section I didn't think a person would have their own ship/vehicle...i thought the GM would create a vehicle character in roll20 and give the group or player access to view that character sheet. This way you could have one to many ships or vehicles in play.&nbsp; Oh and sorry for all the crazy code.
1445049324
[Deleted]
Sheet Author
API Scripter
Steve D. said: I only have one note about the vehicle section. When I created that section I didn't think a person would have their own ship/vehicle...i thought the GM would create a vehicle character in roll20 and give the group or player access to view that character sheet. This way you could have one to many ships or vehicles in play.&nbsp; The reason I think about handling multiple ships on 1 sheet is that it can get cluttered in a long campaign if you have too many to work with. Even with folders now, it was annoying my Players. Also what if the group has a Space-vehicle, and then they are on a planet.. and it is a big planet and they are there for a while and want a planetary vehicle? They would want that vehicle useable... With the current method they would have to go to a completely different character sheet just for the ground vehicle they are using. My plan is to take the vehicle stats pictures, and move them down to the "sub tab" section, and either find a way to add a method to show/hide each vehicle. Then add a section for riding mounts to help out the Beast Riders. Steve D. said: Love it! Way to step up GM KR! Oh and sorry for all the crazy code. The issues are mostly wanted to change things and I couldn't, and i found out the reason why was the code was broken. Soon as I got a book to understand it, I realized the code only worked at all because Roll20 ignores errors.Once I fixed the errors my code changes worked like magic.
GM Knowledge Rhino said: Steve D. said: I only have one note about the vehicle section. When I created that section I didn't think a person would have their own ship/vehicle...i thought the GM would create a vehicle character in roll20 and give the group or player access to view that character sheet. This way you could have one to many ships or vehicles in play.&nbsp; The reason I think about handling multiple ships on 1 sheet is that it can get cluttered in a long campaign if you have too many to work with. Even with folders now, it was annoying my Players. Also what if the group has a Space-vehicle, and then they are on a planet.. and it is a big planet and they are there for a while and want a planetary vehicle? They would want that vehicle useable... With the current method they would have to go to a completely different character sheet just for the ground vehicle they are using. My plan is to take the vehicle stats pictures, and move them down to the "sub tab" section, and either find a way to add a method to show/hide each vehicle. Then add a section for riding mounts to help out the Beast Riders. I can see where you're coming from, but there are issues with this method as well, I feel. If you put multiple vehicles on one sheet, the only way to keep it useful is to separate them with tabs. Tabs are controlled by using a "switch" saved as an attribute on a character. This means that when one player clicks on a tab, the variable changes, and all players are forced to that tab of the sheet. That means that if one player is trying to use their character sheet, and another player is trying to look at the vehicle information of that sheet, they'll be fighting over the view of the tab on that sheet. Additionally it'd make a lot more problems with transferring ownership of vehicles from one character to another (for example, a character death). Finally, many players use the unique vehicle sheets with their own tokens (like&nbsp; this ) basically treating them like characters of their own (with their hull and shields represented in bars). placing multiple vehicles per sheet, or even making a sheet shared between a single player and vehicle, would make this impossible. Perhaps there's another method we're not considering?
1445099638
[Deleted]
Sheet Author
API Scripter
Josh A. said: I can see where you're coming from, but there are issues with this method as well, I feel. If you put multiple vehicles on one sheet, the only way to keep it useful is to separate them with tabs. Tabs are controlled by using a "switch" saved as an attribute on a character. This means that when one player clicks on a tab, the variable changes, and all players are forced to that tab of the sheet. That means that if one player is trying to use their character sheet, and another player is trying to look at the vehicle information of that sheet, they'll be fighting over the view of the tab on that sheet. Additionally it'd make a lot more problems with transferring ownership of vehicles from one character to another (for example, a character death). Finally, many players use the unique vehicle sheets with their own tokens (like&nbsp; this ) basically treating them like characters of their own (with their hull and shields represented in bars). placing multiple vehicles per sheet, or even making a sheet shared between a single player and vehicle, would make this impossible. Perhaps there's another method we're not considering? I am pretty sure you missed my comment entirely. Either way, the "if it is going to be solved" is a "last part of the project" kind of thing not a "right now" thing. With the group tab / companion tabs created, now the focus is on cleaning up the code, and refining things to make them smoother. Also ensuring the sheet displays properly on all the browsers, as currently IE/Edge/Firefox have varying degrees of issues with display. To this end it looks like part of the problem is the CSS code elements that call out Mozilla are depreciated and no longer in use, so they cause hiccups in display.
GM Knowledge Rhino said: S.H. Miller said: So have you taken over the Dice API, the Character Sheets, or both Well I have taken over at least the Character sheet / CSS associated with it, but I made changes to the Dice script as well as it was better than using multiple scripts. Also the last person that was making changes to the script "quit". I figured I would handle it as nobody else was doing anything on it that I wanted. S.H. Miller said: For the sheets, there are three things I would love. * The sheet outputs an "Attribute" for each skill that can be called via macros and stuff. (not just a number but something like 2y 2g) * An Attribute field for available force. I can't seem to make macro code do math (Force Rating - Committed) in that instance. * The Force Talents section allows you to add dice or attach a skill to the roll. I.E. Athletics to Enhance. They are really just quality-of-life improvements, nothing major. Certainly fix the important stuff before thinking about tackling those. Oh, and thanks for doing this! It's nice to have work being done on things. It's my favorite game to play, and really the only I even play anymore. Okay, so lets see that I understand your request: You want an "variable" of some kind for the Force Rating + another for Committed Force Dice. Looking at the Character sheet code itself, I think I found the variable you wanted. In the Force Powers sub section, it has a "roll" with this code "&lt;td&gt;&lt;input type="number" name="attr_forceavalible" value="@{forcerating}-@{forcecommitted}" disabled&gt;&lt;/td&gt;" This leads me to believe you only need to run your macro against the attr_forceavailable&nbsp; Let me know if this helps. You want a skill selector in the Force Powers section, that works like the custom skill option. I can probably add a drop down with the list of skills (Though I might be able steal that from the Vehicle weapons section),&nbsp; I will look into the specifics and get back to you. On other fronts, I have setup a github thing for my "in progress" sheet / css / script. <a href="https://github.com/KnowledgeRhino/FFG-SWRPG-Charac" rel="nofollow">https://github.com/KnowledgeRhino/FFG-SWRPG-Charac</a>... It is still rough, so forgive the ugliness of the coding, I am trying to clean it up while adding things. (Please note, I have one "house rule" currently in the sheet, it is in the Morality section and it has, Conflict like RAW, but adds "Harmony" as an opposite to that, I will remove this from any character sheet I finalize and try to keep that "forked" from the main sheet, as with any other House Rule sections I add) There are attributes for force rating and commited, but there isn't one for available. As for the force rating on skills, which was really two requests for ways of solving the same problem, I was using this with all my skill rolls that might also roll force: ?{Enhance?|Yes, @{Aoro|forcerating}w|No,} (Not all are enhance, obviously) The problem there was I didn't have the available force for that, and when trying to make it math, it would just actually output 2-1w at best. I could never get it to actually do that. So how do I call attr_forceavailable there? Basically having the ability to cause the talent to roll the skill with it would also solve this problem, but that doesn't allow for more complex macro options for the player, which is why I requested both. An easy fix for those who don't want to deal with macros, and one for people like me who will tinker for hours with things.
1445101371
[Deleted]
Sheet Author
API Scripter
S.H. Miller said: There are attributes for force rating and commited, but there isn't one for available. The attribute you want, is attr_forceavailable I found it by looking at the code behind the Force Powers themselves. It literally is 100% exactly what you are asking for... Force Rating minus Force Dice Committed = "attr_forceavailable" I cannot make this point any more clear. I am still working on the second part of the request. I am looking into adding that, but the code attached can be a bit screwy so I want to make sure I clean it up so when I copy from the vehicle weapons section it copies over without adding new issues
Way back on page 1, a way to whisper dice to the GM was mentioned, but it seems to have vanished from the script. Are there any plans to re-add something like that?
Except it doesn't work as attr_forceavailable. It doesn't seem to be something that macro code can call. "No attribute was found for @{Aoro|attr_forceavailable}"
1445102598
[Deleted]
Sheet Author
API Scripter
Jonathan J. said: Way back on page 1, a way to whisper dice to the GM was mentioned, but it seems to have vanished from the script. Are there any plans to re-add something like that? Whisper the GM with a roll? or whisper the GM in general? To be 100% honest I didn't bother to look at the earlier parts of the thread so I didn't even know this was a request. I will look into if I can solve earlier issues, but I am not going to dig through (potentially) years worth of issues. As with S.H. Miller, if you have a request I will try to look into new ones. Old ones will have to be re-requested if they have not been fulfilled yet.
1445102702
[Deleted]
Sheet Author
API Scripter
S.H. Miller said: Except it doesn't work as attr_forceavailable. It doesn't seem to be something that macro code can call. "No attribute was found for @{Aoro|attr_forceavailable}" Okay, SH, poke me in PM I will invite you to my test bed game and see if we can solve your issue.
It's fine, that's why I made the requests again. I made them about a week before you took over. I'm in no rush to have things solved, so take your time and get things squared. Is the attr_forceavailable something you fixed and might be why it wasn't working with my earlier version?
GM Knowledge Rhino said: Jonathan J. said: Way back on page 1, a way to whisper dice to the GM was mentioned, but it seems to have vanished from the script. Are there any plans to re-add something like that? Whisper the GM with a roll? or whisper the GM in general? To be 100% honest I didn't bother to look at the earlier parts of the thread so I didn't even know this was a request. I will look into if I can solve earlier issues, but I am not going to dig through (potentially) years worth of issues. As with S.H. Miller, if you have a request I will try to look into new ones. Old ones will have to be re-requested if they have not been fulfilled yet. The request was for some sort of "/gmroll" functionality for the EotE dice, for a roll that the gm (and the rolling player) could see, but other players could not. The structure of the star wars RPG makes this less necessary than it would be for other games, but it would still be nice to have. It looks like it was included here, but never made it into the Roll20 version: <a href="https://github.com/morval/EotEDice2/blob/master/Edge%20of%20Empire%20Dice" rel="nofollow">https://github.com/morval/EotEDice2/blob/master/Edge%20of%20Empire%20Dice</a>
1445106082
[Deleted]
Sheet Author
API Scripter
Jonathan, I will look into this, and see what I can come up with. No idea on a time frame though. I am still learning a lot of how this code works, and how it interacts with Roll20.
The GM roll would probably be pretty easy. Basically, a flag would be set (either in the script settings or by invoking a separate roll). Since the script already builds the output in a step by step process, you'd just need to add a first step which begins the output with "/w gm" or "/direct".&nbsp; I likewise had a lot of problems with getting the code to work correctly in Firefox. I wasn't able to get the passive/active slider on talents to work in firefox, for example.&nbsp; S.H. - There are two problems with what you're trying to do. First, attr_ prefix gets cut off when converted to an attribute, so you would use:&nbsp;@{Aoro|forceavailable} in your macros. Unfortunately, this is also inside a repeating section. Calculated values from inside a repeating section cannot be called, so in order for this to work, there would have to be a roll macro built into the repeating section or the available force would need to be taken out of the repeating section. You can work around this by calling the individual parts of the calculation and recalculating it in your macro - (@{forcerating}-@{forcecommitted}) - see&nbsp; This thread for more info on how to do that.
1445111827
[Deleted]
Sheet Author
API Scripter
Josh A. said: I likewise had a lot of problems with getting the code to work correctly in Firefox. I wasn't able to get the passive/active slider on talents to work in firefox, for example.&nbsp; The reason it has problems displaying in Firefox is the sheet uses depreciated Firefox CSS fields. They are seen by Firefox as bad code and it ignores 100% of the section calling them. I am working on trying to fix the issue for Firefox and IE/Edge (as I listed earlier in the thread). Josh A. said: The GM roll would probably be pretty easy. Basically, a flag would be set (either in the script settings or by invoking a separate roll). Since the script already builds the output in a step by step process, you'd just need to add a first step which begins the output with "/w gm" or "/direct".&nbsp; It would potentially be easy if I was coming into this knowing anything about javascript. I am coming into this as "someone that wanted changes and nobody else wanted to do them, so I guess I have to learn how to read all this junk from scratch to do it myself". So it will likely take me some time and not be "easy" for me.
1445112862

Edited 1445113001
Alicia
Sheet Author
S.H. Miller said: Except it doesn't work as attr_forceavailable. It doesn't seem to be something that macro code can call. "No attribute was found for @{Aoro|attr_forceavailable}" It would be @{Aoro|forceavailable} if that still isn't working.. check that the character name is right by rolling one of the macros, putting your cursor in the chat input and hitting up on your keyboard to get the last entered command.
1445114001

Edited 1445114049
Alicia G said: S.H. Miller said: Except it doesn't work as attr_forceavailable. It doesn't seem to be something that macro code can call. "No attribute was found for @{Aoro|attr_forceavailable}" It would be @{Aoro|forceavailable} if that still isn't working.. check that the character name is right by rolling one of the macros, putting your cursor in the chat input and hitting up on your keyboard to get the last entered command. Yeah, i tried everything, even just forceavailable, but it wasn't working. In part because in the code it's spelled forceavalible, and then again because it's disabled. While it creates the "variable" it's not something that can be called by anything other than the dice script. At least it seems that way now. I did change it to the spelling in the script, it just still doesn't work.
1445114451
[Deleted]
Sheet Author
API Scripter
Maybe add the listing of attr_forceavailable somewhere else that isn't in a repeating, but have the "type=hidden" and "disabled" in the second section. That way it is created outside of the repeating, but should be still able to be called. Keep in mind it is likely you will have to move the force rating up and down to populate the variable.
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Edited 1445128390
Alicia
Sheet Author
GM Knowledge Rhino said: Maybe add the listing of attr_forceavailable somewhere else that isn't in a repeating, but have the "type=hidden" and "disabled" in the second section. That way it is created outside of the repeating, but should be still able to be called. Keep in mind it is likely you will have to move the force rating up and down to populate the variable. Didn't realize it was in a repeating section... Now I understand why its not working. &nbsp;You could ways recreate it with the fields used in the calculation.
1445183419
[Deleted]
Sheet Author
API Scripter
S.H. Miller said: I did change it to the spelling in the script, it just still doesn't work. How about this... Copy the Force Power listing. Give 1 Power displayed BEFORE the repeating section (make sure to add a number to all the variables in the repeating section). This will not look unnatural... and it will take that one variable "out of the shadows".
1445362926
[Deleted]
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API Scripter
I noticed some problems with the Companion tab I added so I pulled that code back from the GitHub. While I renamed all the variables/attributes it was having bleed through from the Character tab. I need to do more testing it seems before doing that again. This is all assuming people even want something like that other than just me. If nobody cares I can work on other things. In the mean time, technically it has zero "code" errors currently and I am working on making the sections look better. Also I am trying to figure out how to make the compatibility with browsers other than Chrome to work correctly (it seems the tabs don't show up right in most browsers, though I have only tested Firefox/Internet Explorer/Edge). I think it is due to calling a CSS property wrong but it seems like pulling teeth trying to find the correct properties.
1445695717
Steve D.
Sheet Author
API Scripter
I was checking out the code used on DnD 5e character sheet and this is the technique they came up with.&nbsp; <a href="https://jsfiddle.net/cwprnywj/" rel="nofollow">https://jsfiddle.net/cwprnywj/</a> It seems to work fine in Chrome and Firefox.
1445979074
[Deleted]
Sheet Author
API Scripter
Steve D. said: I was checking out the code used on DnD 5e character sheet and this is the technique they came up with.&nbsp; <a href="https://jsfiddle.net/cwprnywj/" rel="nofollow">https://jsfiddle.net/cwprnywj/</a> It seems to work fine in Chrome and Firefox. I found similar (though the colored ones you posted are better), though my problem currently is taking the "good" tab code and merging it into the CSS of the character sheet. The issue is I almost have to redo the whole character sheet as it has the tabs at the top (that are solved with that code) and then mid sheet tabs (not solved by that code) and random spacing of pictures/backgrounds for the textboxes that get in the way of me finding the right stuff to replace. I would do a full redesign but the method of display of most of it, is fine, it is just the tabs that are broken massively (and the placement of the Vehicle stats, but that is a whole other ball of wax). I have been working on finishing cleaning up the code of the Character sheet HTML and trying to figure out how to sync data from the Group sheet between the Players while I figure out what to do with the tabs. For now "use Chrome" is a temp fix action (until I figure it out) unless someone can unscramble the current CSS.
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Edited 1446161825
[Deleted]
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API Scripter
Based on something neat I saw on Reddit, I added a section to the GM -dicepool sheet that should help GMs keep organized a bit more. Take a look at; <a href="http://i.imgur.com/nU76SgF.jpg" rel="nofollow">http://i.imgur.com/nU76SgF.jpg</a> I included it as part of my ongoing work on the sheet on the GitHub . You will need the .js / .css / and .html for all the features to work and it to look somewhat right. The link to what I saw on Reddit is here .
1446403730
Steve D.
Sheet Author
API Scripter
I would do a full redesign but the method of display of most of it, is fine, it is just the tabs that are broken massively (and the placement of the Vehicle stats, but that is a whole other ball of wax). I shouldn't be a full redesign both sets of tabs use the checkbox hack to show and hide content. You many need to update the css or a few classes. It should be a quick fix. &nbsp;If I find time later this week I can send the update EotE code to use that style of button.&nbsp;
For some reason, whenever i am rolling a set of dice, its rolling them twice. Its really odd... I personally do not have the skills to troubleshoot it.
1446412974
PadRpg
Sheet Author
API Scripter
It's happened to me too. Just save the API without change it or disable/enable it. It worked for me.
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Edited 1446432252
Hello, I'm having a two weird issues with the sheet after getting it up and running. I took a screen cap of the issues at hand.&nbsp; <a href="http://imgur.com/HQ6LRIG" rel="nofollow">http://imgur.com/HQ6LRIG</a> It seems whenever I try to roll a Force Pool it gives me that system message Dice System: We Can't Find DicePool Player! Send Help! and the second issue I've encountered is the blank non-rolls when using skills or weapons.&nbsp;I've even tried deleting the campaign and starting fresh with the same result.&nbsp; Did I do something wrong?&nbsp;
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Edited 1446505677
[Deleted]
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Steve D. said: I would do a full redesign but the method of display of most of it, is fine, it is just the tabs that are broken massively (and the placement of the Vehicle stats, but that is a whole other ball of wax). I shouldn't be a full redesign both sets of tabs use the checkbox hack to show and hide content. You many need to update the css or a few classes. It should be a quick fix. &nbsp;If I find time later this week I can send the update EotE code to use that style of button.&nbsp; Being that attempts I have made to try to change the radio buttons to real tabs have failed due to not being able to decipher how the CSS is laid out and if there is some sort of plan, yes, it would likely take a full redesign to fix that issue. Also the "button" that does the roll shows up as broken code in most browsers because it IS broken code, a button can be of 3 types, submit, reset, button (which does nothing), the html uses "roll" as the type of button which most browsers correctly see as broken. I am having a friend looking into it and reading a few books to hopefully help me decipher more of it. Mirthless said: For some reason, whenever i am rolling a set of dice, its rolling them twice. Its really odd... I personally do not have the skills to troubleshoot it. That is usually caused by an "api server hiccup" I have found in the past (before I took over coding the sheet) that saving the scripts over again clears this up. Jeiseun K. said: Hello, I'm having a two weird issues with the sheet after getting it up and running. I took a screen cap of the issues at hand.&nbsp; <a href="http://imgur.com/HQ6LRIG" rel="nofollow">http://imgur.com/HQ6LRIG</a> It seems whenever I try to roll a Force Pool it gives me that system message Dice System: We Can't Find DicePool Player! Send Help! and the second issue I've encountered is the blank non-rolls when using skills or weapons.&nbsp;I've even tried deleting the campaign and starting fresh with the same result.&nbsp; Did I do something wrong?&nbsp; No you did nothing wrong, like with the folks above you, that is also caused by a API script server hiccup. Though in your case the fix is different. Add 1 to the light and dark destiny pool from the GM sheet (-DicePool) then update the Players. This should clear up the issue. The reason the issue isn't cleared up the way other script hiccups are, is that it uses a variable that is updated within the script itself. When a API server hiccup happens that variable is blanked and the script was not designed to handle a "null" value. When you increment the light and dark side, you populate the variable. After that it behaves as normal until the server hiccups the next time.
1446576509
Steve D.
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API Scripter
Tab code update Check this out:&nbsp; <a href="https://jsfiddle.net/rtzp68fv/" rel="nofollow">https://jsfiddle.net/rtzp68fv/</a> You will have to look past most of the sheet because the base roll20 styles are not applied but...I've added on line 244, the tab css code and in the html at the top of the page you can see how I changed html code to include the span tag. This should save you a little time. Cheers!
1446580270
[Deleted]
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API Scripter
Steve D. said: Tab code update Check this out:&nbsp; <a href="https://jsfiddle.net/rtzp68fv/" rel="nofollow">https://jsfiddle.net/rtzp68fv/</a> You will have to look past most of the sheet because the base roll20 styles are not applied but...I've added on line 244, the tab css code and in the html at the top of the page you can see how I changed html code to include the span tag. This should save you a little time. Cheers! That does seem to fix the top tabs, the bottom radio buttons still display incorrectly on Firefox/Edge/Internet Explorer. I appreciate the first step fix though, it will get things closer.
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Steve D.
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API Scripter
I only updated the top tabs as an example so you could update the other tabs.
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[Deleted]
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Steve D. said: I only updated the top tabs as an example so you could update the other tabs. So I was able to get the other tabs working, but I ran into a new problem when I did that. It now shows all the tabs on both the GM and Player sheets. It doesn't seem to "display Player for Player" and "GM for GM" anymore? Can you figure out what I did wrong?&nbsp; <a href="https://jsfiddle.net/dcrq2y7f/" rel="nofollow">https://jsfiddle.net/dcrq2y7f/</a>
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[Deleted]
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API Scripter
Okay I have been working with Steve D. and we are 95% the way to a fix.
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Edited 1447161381
[Deleted]
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Okay, thanks to Loki and Steve D.'s help, the tabs now have a new display (I added in my own touches as well). New edits @ <a href="https://jsfiddle.net/abu1mwpe/1/" rel="nofollow">https://jsfiddle.net/abu1mwpe/1/</a>
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My next thing is going to take another stab at the Companion tab again (with a redesign from last time) Then I will attempt the whisper rolls, and then circle back to vehicles.
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I almost have my next major update done. I redesigned the Vehicle tab to separate out Space/Planetary/Beast. Also I fixed most of the Companion tab so it works as I intend. The only thing preventing me from posting it is the critical injuries. I can't seem to port the Vehicle injuries to 2 different spots (Space and Planetary), or the personal injury section to 3 spots (Character/Companion/Riding Beast). Soon as I fix the Critical Injury issue I should be able to have a version worth uploading to the official Roll20 one.
1447769139
[Deleted]
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I almost have my next major update done. I redesigned the Vehicle tab to separate out Space/Planetary/Beast. Also I fixed most of the Companion tab so it works as I intend. The only thing preventing me from posting it is the critical injuries. I can't seem to port the Vehicle injuries to 2 different spots (Space and Planetary), or the personal injury section to 3 spots (Character/Companion/Riding Beast). Soon as I fix the Critical Injury issue I should be able to have a version worth uploading to the official Roll20 one.
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Edited 1447770358
Alicia
Sheet Author
GM Knowledge Rhino said: I almost have my next major update done. I redesigned the Vehicle tab to separate out Space/Planetary/Beast. Also I fixed most of the Companion tab so it works as I intend. The only thing preventing me from posting it is the critical injuries. I can't seem to port the Vehicle injuries to 2 different spots (Space and Planetary), or the personal injury section to 3 spots (Character/Companion/Riding Beast). Soon as I fix the Critical Injury issue I should be able to have a version worth uploading to the official Roll20 one. With the advent of the SheetWorkers, you may have an easier time at it. You could pretty much assign a worker to detect when the field is changed for one of them and then push it to the other fields. I'm still trying to figure them out myself so might be other ways the SheetWorkers would make things easier for this sheet too. EDIT: sorry about the double post.
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Edited 1447787245
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Alicia G said: GM Knowledge Rhino said: I almost have my next major update done. I redesigned the Vehicle tab to separate out Space/Planetary/Beast. Also I fixed most of the Companion tab so it works as I intend. The only thing preventing me from posting it is the critical injuries. I can't seem to port the Vehicle injuries to 2 different spots (Space and Planetary), or the personal injury section to 3 spots (Character/Companion/Riding Beast). Soon as I fix the Critical Injury issue I should be able to have a version worth uploading to the official Roll20 one. With the advent of the SheetWorkers, you may have an easier time at it. You could pretty much assign a worker to detect when the field is changed for one of them and then push it to the other fields. I'm still trying to figure them out myself so might be other ways the SheetWorkers would make things easier for this sheet too. EDIT: sorry about the double post. Well part of the problem is how the critical injuries are assigned and displayed. It is not within the HTML but within the script itself. So because the script itself is looking for certain fields it is not working right. I did try copying the crit function from within the script itself and renaming what it was assigning but apparently I made mistakes there so it did not work. Basically, in a nutshell I understand very little of how the javascript is written and, while I can make minor edits, the functionality eludes me and I am unable to add the functionality I want without learning more about javascript. If you want to take a look at its current form, <a href="https://jsfiddle.net/mwnzpsfd/2/" rel="nofollow">https://jsfiddle.net/mwnzpsfd/2/</a> This has the new tabs/redesigned vehicle section (along with the old vehicle section for comparison) and the new companion sheet. PLEASE NOTE: Do not remove the old vehicle tabs and replace with the new tabs unless you have transferred data over. Variable names changed and it will cause a loss of vehicles.
Rhino Bro you need to check the Text boxes for Duty, Obligation and Morality. Every time I or my PC enter text it disppears when you close or change tabs. Sorry that I can't explain the issue that well.
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[Deleted]
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I will look into this immediately and see what I can do. To ensure I am using the right code, what version does it state on the HTML?
This Error seems to show up on version 4.0.0.2 and 4.0.2.4 4.0.0.2 - Only Morality Disapper 4.0.2.4 - Obligation, Duty and Morality&nbsp; disappear