Testers Needed Known issues: Recalc Sheet checkbox at top not working Buff total at top right of "core" tab not working Repeating weapons on NPC tab needs to be updated Look & Feel: Hide wounds arrow disappeared, wounds looks big and horrible now defense modifiers is tall and horrible (added a field now the labels are too big and wrap rows) Dropdowns not vertically aligned : Damage mod in repeating weapon (due to label below it wrapping) Tests needed: Test: pages 1-4 , NPC page (this is where javascript is at right now). Test repeating sections on every page. Make guys on my beta site, or create your own dev site, or copy a full campaign and test existing characters Macros First time you use a character must hit the "recalc sheet" checkbox, or click in a field and change it then tab out of the field, to cause anything dependent on that field to recalculate. NEW LINK : The javascript sheet beta CODE is at: <a href="https://github.com/plutosdad/roll20-character-sheets/tree/master/Pathfinder-Neceros" rel="nofollow">https://github.com/plutosdad/roll20-character-sheets/tree/master/Pathfinder-Neceros</a> The roll20 dev test/qa site is at (which anyone with Pro access can view) is at : <a href="https://app.roll20dev.net/join/36920/B5RJKQ" rel="nofollow">https://app.roll20dev.net/join/36920/B5RJKQ</a> Updates: 12/1/2015 9:30 pm eastern Damage mod and Attack mod in repeating weapon section now accepts macros again. 11/28/2015 10:50 am eastern Fractional class advancement supported from Unchained, you must use decimals not fractions, but they will add up, rounded down to nearest int only after all are summed up. Example: you can put 1.33, 2.67 in the class fields and they will add up to 4. Pulled changes into master branch under plutosdad and deleted javascript-updates branch Updated code to use Revealing Module pattern General cleanup and speedup of code 11/22/3:50am eastern Merged Javascript and Vince's fixes to rolltemplates, available at beta site above, plus im uploading to my github prefix buttons not working .. not sure why .. i updated them to use the new attributes (dmg-ability-mod and attack-type-mod) but that's all. All other repeating area changes added to sheet. ($X instead of X, etc) 11/20/2015: 4:30pm Added defense grid to updates. This was only one i made changes,,added new dropdown for flat footed CMD ability 2, but name of the value mod is still the same removed temp column from defense grid, since it is redundant. saw some bugs in CMD calcs. fixed, <a href="http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#combat-maneuver-defense" rel="nofollow">http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#combat-maneuver-defense</a> 11/19/2015 6:15pm eastern: REPEATING WEAPONS UPDATE VIA JS! (only the attack mod based on attack type, and the "total attack" mod update now) many dropdowns on pages 1-4 update their respective field automatically changed "-display" fields to "-mod" on pages 1-4 macros using a dropdown SHOULD BE UPDATED to use "@{dropdown-mod}" rather than "@{dropdodwn}" .Such as @{repeating weapon X attack-type-mod} not @{... attack-type} init-ability-mod, not init-ability, etc. However i am not changing any of the values for the option entries, so current macros should still work. But ideally anything in the sheet should reflect the new naming convention. Plus we have 1 function abilityDropdownHandler that should be able to handle all dropdowns on the sheet. This was necessary since the javascript needs a field to read, and it is a lot easier to support to have an eventhandler watch the dropdown and update field, and then have one nice simple field like "init ability mod" with a number in it that eventhandlers watch. To see more examples of the dropdowns look at page 1: init ability, page 2: ability dropdowns for AC,Touch,FlatFooted, CMD, CMD FF, and page 4: Melee, Ranged, CMB abiility (note the total AC, total Melee, Ranged, etc is not auto-calced yet, i was working on dropdowns specifcially, and repeating weapons) 11/18/2015 6:30pm eastern: HP and Temp-hp update automatically via JS Class Information block at top of Class page update automatically via JS 11/17/2015 6pm eastern: comments added synced with recent changes in Vince's repository to get bugfixes to HTML earlier versions: Abilities, buffs, conditions that relate to abilites all update the abilities and ability modifers via javascript. Buffs changed to numbers only from macro text. Temp column removed from abilities. Issues Repeating sections are broken and must be adjusted for the new system in dev. This involves their adding unique IDs to each row instead of using the row index. Javascript cannot be used to calculate anything in repeating sections until #1 is updated. Javascript cannot read / evaluate fields with macro text. Which means buffs, skills, max hp, etc, anything where people edited the macros on their own to differ from the default calculations cannot be read and evaluated. This has the following implications: For buffs this is particularly a problem, because if we have to use disabled autocalculated fields for buffs, then abilities cannot be updated via javascript, and then nothing can be updated via javascript. So we may have to change buffs to allow people to enter numbers only. For "leaf" calculations like final AC, max HP, etc, it may be livable to keep these as macros for awhile Updating the sheet to use javascript is almost an all or nothing venture. If we imagine calculations as a tree, where the root nodes are data entry: ability scores, armor, shield, dodge, weapon bonus, skill ranks, etc, and the next level is calculating ability modifiers, buffs, and the "leaf" nodes are calculating the final numbers in any chain of calculations, such as to hit (attack), skills, normal/touch/flat footed AC, then we must use javascript to calculate nodes closest to the root and then travel out to the leaves. We cannot use javascript to calculate a leaf unless the entire chain of nodes to the very root data entry fields is calculated using javascript. Roll button not reading modified field unless user clicks in that field: <a href="https://app.roll20.net/forum/post/2627686/" rel="nofollow">https://app.roll20.net/forum/post/2627686/</a> Without this the javascript is almost useless, since the updated fields cannot actually be used (unless the user clicks in a the fields that are updated, or logs out and back in) Proposals Remove temp column in abilities and add conditions column, as below. Misc stays as positive adjustement to abilities. Stop all new development on the current non-javascript sheet. The last big update should be to fix repeating sections and anything broken by the current dev environment which will go live in a few weeks. but no new additions, they should go into the next sheet below. Branch a new version of the sheet that will be javascript friendly. This can be in beta and hopefully get people helping code and test until it is ready for release. Since updating the sheet to take advantage of javascript calculations to speed it up, let alone any UI changes, is a huge undertaking, and will require input from more people. Remove Temp column from attack matrix at top of page 4. Same reason as abilities: these are now handled by conditions and buffs. Remove that column and add Conditions -buff and change "penalty" to conditions debuff, and have them automatically updated. Or do we need the penalty column still? maybe conditions buffs/debuffs can be renamed., or changed to one column that sums it up. (because in my experience, players never look at the upper right)