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[PF] Pathfinder Sheet Thread 5

1451937575

Edited 1487881646
chris b.
Pro
Sheet Author
API Scripter
Pathfinder sheet for 2016 See this top post for updates and known issues. Current Version: version .74 02/22 Issues fixed: 0. Sheet no longer flags hero lab imported chars as NPCs. 1. Favored class hp not counted on change 2. extra '&gt;' in currency section Known Issues 1. hit points sometimes reset - cannot reproduce this . however I do see when updating an inventory item, it recalculates max hp. this is a bug in roll20. may be fixed in v1.00 3. sometimes ability scores don't update when you change a column in the ability score grid. It seems to be speed related, and usually happens with strength. If this happens press the recalculate button at the upper right. If you see this, please report your OS and Browser here :&nbsp; <a href="https://app.roll20.net/forum/post/4244855/eventinf" rel="nofollow">https://app.roll20.net/forum/post/4244855/eventinf</a>... older issues: 1. If changing spellcaster level from 0 to a positive number AFTER changing spellcasting ability, the extra spells per level for abilities do not fill in. (slated for fix in v1.00) 2. 3D dice do not roll correctly, sometimes only 1 or 2 dice, sometimes dice from last roll.&nbsp; 3. When no items in list (after deleting all) DONE button only clickable on very top portion of button. 4. Some browsers/sometimes: When using Modify, cannot move repeating rows up or down. 5. spell layout not correct in some browsers <a href="https://app.roll20.net/forum/permalink/3766031/" rel="nofollow">https://app.roll20.net/forum/permalink/3766031/</a> Beta sheet Help us test changes to the sheet. Beta Site: <a href="https://app.roll20.net/join/801350/kEQ72w" rel="nofollow">https://app.roll20.net/join/801350/kEQ72w</a> , You can now import your character sheet and test! If you are a pro subscriber, you can use the code itself in a copy of your campaign: html: <a href="https://gist.github.com/vince-roll20/970ca00916f0c20c407fcss" rel="nofollow">https://gist.github.com/vince-roll20/970ca00916f0c20c407fcss</a> <a href="https://gist.github.com/vince-roll20/e3f9b71ada5f7a5312a8translation.json" rel="nofollow">https://gist.github.com/vince-roll20/e3f9b71ada5f7a5312a8translation.json</a> <a href="https://gist.github.com/vince-roll20/f88503fff13e7" rel="nofollow">https://gist.github.com/vince-roll20/f88503fff13e7</a>... Current items in Beta: Simplify sheet for new players / players with simpler characters (sort of) incl "single page" or statblock view (sort of) Monster statblock parsing Easily create attack rows based on spells Change name of first attack Create attack rows based on items One place to enter item damage / hp/ bonuses syncs with attacks and defenses. how you can participate: 1. Import your character to the beta site and test it with the new features. 2.&nbsp; wiki updates - need help updating it on how to use sheet 3. test beta/prod on other platforms: FireFox, Mac (Chrome and FireFox), Windows 10 (both browsers), tablets&nbsp; 4. Provide feedback from colorblind, blind, and users that use accessibility features in order to improve sheet&nbsp; 5. Support an author at&nbsp; Patreon&nbsp; or give a one time gift at their&nbsp; profile &nbsp;&nbsp; pages&nbsp; &nbsp;we actually spend our own money as well as time Suggestions In order from most desired to least based on recent survey: Top request: Simplify sheet for new players / players with simpler characters 1. Easily setup two-weapon-fighting 2. Easily create attack rows based on spells 3. Combine attacks for one button full attack 4. Set Bonus types and correct stacking to buffs.&nbsp; 5. (API only) auto increment / decrement uses with rollbutton presses 6. auto size increment/decrement damage dice 7. Monster statblock parsing 8. Special ability additional fields: Ex/Sp/Su, DC, etc 9. Specify roll twice take highest/lowest 10. Occult caster support/ custom spell level per spell/ spell points/ 3pp spheres of power 11. non combat familiar / animal companion section 12. auto calc fractional bonuses for class/race Requests added in: "single page" or statblock view Extra fields for tokens. Change name of first attack Spheres of Power for spells Notes page / extra customizeable fields that can be used in tokens and macros (since repeating ones cannot) Spell command macro- break up into submenus, add by school as well as by level. 3pp Paths of War support More buffs, split damage into melee/ranged, add initiative API requests API companion to:&nbsp; Aut increment/decrement uses/charges/ammo when rolling Create token abilities out of roll buttons Mass update sheets for GMs Cleanup/delete old attributes (and duplicates) to speed up sheets Update History v.74 Feb 22 ,2017 Sheet no longer flags hero lab imported chars as NPCs. v .74 Jan 25, 2017 1. Favored class hp not counted on change 2. extra '&gt;' in currency section v.73 Dec 21, 2016: fix to total skill points incorrect when negative int mod and multiclassed v.72 Dec 13, 2016: Issues fixed: 1. Clicking "enforce requires training" causes knowledge skill button to disappear from Adventure skill button 2. Recalc does not always appear to finish (it does but button does not clear) 3. Must hit recalc to set buff to ability/skill checks 4. Damage mod not applying to attack rows 5. Damage or attack not appearing in roll v.71 Nov 23, 2016 fill-in-the-blank skills now updating properly on change to the skill v.70 Nov 14, 2016 Ability score mod when score is 1 fixed from -4 to -5. v0.69 Nov 8, 2016 Fixed in this version 1. first Flat footed CMD dropdown defaults to DEX instead of STR. 2. npc-hd-misc not being taken into account in npc hp total 3. add to attack/damage macros not appearing in the attack rows v0.68 Nov 1, 2016 Fixes: 1. attack or damage sometimes does not appear when rolling attack 2. cmb rolls with no damage still showing damage:0 or damage:(buff value) when rolling 3. negative ability buffs act as "drain" instead of as "penalty" 4. ability penalties, conditions, and damage not adding correctly 5. spell DC not always appearing correctly in chat when rolling New: 1. added more collapsing sections to hide advanced information probably not needed. : Class grid defaults to one class , "alt ranged" and "alt cmb" hidden (checkbox on config) , arrows added to left side of class grid and armor grid to hide rows you are not using. Spell school / bloodline grid simplified and shrunk to save space. 2. reorganized code to be modular for easier support. Is a little faster now especially on refresh. lots of small bugs removed that users might have never noticed. 3. Added command buttons above top menu so players see them (many don't even know they are there) 4. Added ability check 'book'. Added concentration/caster level buttons to top of spellbook, base attacks (melee/ranged/cmb) to top of attack 'book' v0.67 Sept 28, 2016 Fixes: 1. Ability check buttons working again 2. Attack and damage buffs now apply on update of the buff instead of only on refresh. new: 1. NPC Space, Reach fields changed from number to text v0.66 Sept 21, 2016 Fixes: 1. Initiative not including init-misc UNLESS init-misc is a straight number. And then you must hit refresh. 2. knowledge-religion not updating. 3. "skill not trained" still appearing even if skill has ranks. workaround - toggle a value and skill output will update. 4. quadruped load not calculating correctly 5. simple template header does not expand to width of chat area 6. option to "only show prepped spells" in SpellBook macro now appears no matter what type of caster indicated v0.65 Sept 13, 2016 1. Several dozen default attributes are created when a new character is created. It should be only one: the version # . Need to go through and remove updates of default values. 2. Spell metamagic is calculated incorrectly. (lower of 2 levels for save DC and Range, higher of 2 levels for Concentration.) 3. Init-misc, Spell penetration misc changed to macros. v0.64 Aug 23,2016 1. fix Wrong skill total shows at top - if using background skills. you must toggle background on/off on config. 2. fix Iterative attacks not displaying "crit confirm" correctly. 3. css and html spacing fixes v0.63 Aug 15,2016 1. fix "spells known" on spellclass tab 1 for spell levels 0 and 1 (row 0 was displaying row 1) 2. fix tab 1 was defaultinstead of tab 0 for class features and spellcasting classes 3. change cr import so it won't overwrite user changes, made CR and Metadata ranks text fields 4. removed nonbreaking space codes from in front of armor and shield placeholders 5. fixed width of "is npc" checkbox label 6. fixed "iterative attacks" arrow which was not changing v0.62 Aug 8, 2016 FIXES: 0. total AC not counting armor bonus 1 vertical scroll bars disappeared from textareas 2 3rd iterative attack critical confirmation roll is labelled incorrectly as "4th attack" in the normal template, it is correct in the simple template. The number is a good critical confirmation roll, however, only the label is wrong. 3 Skill totals not updating for new skills 4 Clickable area over skill subsections (misc, knowledge, perform, etc) does not extend to the right to cover entire word. 5 Add extra macro to SKILL roll does not work if "add query to roll" is "No" 6 Damage in main attack macro per row does not add in damage calculations IF you had a custom macro that the sheet updated. If you had a custom macro,you must put a + between the dice and @{damage_macro}. 7 Craft section disappears when minimized. 8 Spell normal template: does not wrap to new row after Duration before Rolls. 9 Spell defensive casting bonus does not appear in template until after hitting refresh. 10 "CMB2" roll incorrectly rolls "CMB" instead of CMB2. 11 announcements arrow not functioning correctly NEW FEATURES: "all" tabs wording changed back to all say "all" for simplicity Names of skill options changed to be more explanatory v0.61 Aug 3, 2016 fixed:New misc 7-10, artisan/craft/lore/perform/profession 4-10 do not work. fixed: Defense grid does not update v0.60 Aug 2, 2016 FIXES: Reverted tabbed menus - move input from inside labels out one level to same level as labels, to correct the "locking tabs"&nbsp; NEW FEATURES: 1. appearance 1.1 Simplified CSS and HTML to make DOM easier and simpler. and FASTER (to move things, calcs are same ) 1.2 added more aria-role, aria-label tags for screenreaders 1.3 larger text in most places 1.4 Change all macro "must evaluate to number before roll" fields to a single line with underline, "#/Equation" in the placeholder text. 1.5 All macro "evaluate at roll time" fields are textfields with grey border and resizeable (these must have defaults of 0). 1.6 Ability and Core tab combined. This was due to needing room for multi language support of possibly longer names 1.7 can choose Regular or Simple template separately for spells and attacks, found in Options section on those pages. 1.8 Repeating sections: redid the 3 buttons: -/□ for expand/collapse all, lock/unlock freezes all arrows in rows, and 3rd remains the same: splits into two columns and back. 2. Added Faction Notes below Fame & Prestige tracking. 3. Added "investigator dice to skill" to config page Y/N query to skill allows you to add 1d6 or macro to skill roll,&nbsp;this can also be used as a skill "insert macro" 4. Attacks 4.1 Attack types: added "alternate melee","alt ranged", "alt cmb" for attacks such as Weapon Finese which use a different ability 4.2 added macros to insert queries and rolls to attack and damage rolls so you can add macros that is inserted into either attack rolls or damage rolls, instead of rewriting the entire attack macro. Global, per attack type, and per attack row. 4.3 extra damage (noncrit/precision) and extra crit damage macros added , global and per attack row. 4.4. attack notes options globalized just like spells, apply only when using the associated attack type (ranged notes don't apply to melee attacks) This speeds up the sheet some (not as much as the spell change did but still some) 4.5. greatly improved the attack roll template readability, rewrote the simple template 4.6 attempted to upgrade current macros, if you did not change a macro, you should not have to select all and clear it out in order to upgrade the row. If you did make a change, it should automatically replace only the portions you did not change. 5. Spells 5.1. added "prepared / spontaneous" radio button 5.2. added "total uses left" column to "spells per day" that tells you how many spells of that level are left if you are a prepared caster. 5.3. added "spell slot" in addition to spell level, and "metamagic" checkbox to open up the slot field. This allows you to slot a spell into a different spell level, but still maintain spell level for calculations. 5.4 changed "only show prepared" checkbox to be per spellcasting class for multiclass characters, only affects if "prepared" is checked 6. Defenses 6.1 "Max Dex" and "No Dex" added to conditions, which appear if max dex to AC is restricted by armor or encumbrance, or if the character loses their dex bonus to AC due to conditions. This is in addition to the defense ability bonus being highlighted. (Note if a character has the ability selected for Flat Footed AC, then it is assumed the character has Uncanny dodge or similar ability.) 7. Skills: or all skills with subskills/write in (craft, perform, profession etc) expanded up to 10 entries. v0.56 July 19, 2016 removed html5 v0.55 July 12, 2016 1. Changing spell description updates Rolltemplate&nbsp; 2. Changing Range dropdown now updates spell row and fields v 0.54 June 28,2016 FIXES 1. when sheet is NPC/monster, header should display # hit dice, not the hit die, and CR and HD fields should be editable. 2. "equipped" header displays the hover text instead of the word "equipped" 3. in some places dropdown needs to be wider - cutting off word. 4. NPC page does not allow you to drag compendium into repeating items. 5. links in spell names or attack names will break the "spellbook/allattacks" macro. [name](http...) 6. parenthesis in character name breaks spellbook and all attack macro 7. Init -notes are not printing 8. NPC roll for special abilities not working NEW FEATURES 1. spells are faster 2. Urls at bottom of page now selectable 3. almost every field now has internationalization built in 4. Spell range is now a dropdown. Attempted to parse ranges of spells into dropdown, if it cannot then it leaves as is with dropdown = "cannot parse" . Also has custom field so you can set dropdown to "number" and just put a number there, or even a macro to print to the rolltemplate. 5.spell options are global, this was to help with speed 6.Spell roll template improved to not print redundant or "no" or "n/a" fields 7.Deafness condition note added to spell roll template 8.Rest of fields from compendium added to NPC page 9.Checkbox added to Spellbook macro to choose to only display "prepared" spells if desired. 10.did we say spells are faster? v 0.52 June 2, 2016 Fixed the following: 1. You must ADD SPELLS from the ALL TAB , not the particular spell level. If you don't it will appear as though nothing is happening when you click "add", but the truth is the new blank spell only shows up under "All" level. (this is fixed in beta already) 2. Spell DCs not calculating. You can try changing spell level to something and back, and spell dc mod to something and back. 3. Spell caster level related fields did not calculate: changing the caster level misc mod at the top section to something else and back fixes these. Refresh should also fix this. The calc bug is fixed but the spells did not auto update to apply fix.. fixed in beta. 4. In macro fields that evaluate to a number on the sheet (not for rolls), they still break when a field @{field} evaluates to a negative. As a workaround users should put parenthesis around all fields that might be negative: i.e. "4+ ( @{CON-mod})" 5. Skill Misc field does not update the skill total unless it is a number 6. Attack button in NPC tab - you must click on lower right corner. otherwise it only collapses/expands the row. workaround: use PC "Attacks" tab. 7. Load encumbrance ACP and Armor ACP are added when max penalty should be used 8. Dodge to cmd appears by flat-footed dodge when it should not 9. When dragging compendium spells to sheet it does not parse class and spell level correctly 10. azure and dark azure colors wrong 11. messed up layout in rolltables 12. dodge indicator missing when character loses dex to ac 13. item hp, hardness, repeated in multiple locations, make it only one location 14. type dropdown in armor and shield has different sizes per row. 15. arrows appearing next to checkboxes in config page 16. wounds missing from condition panel v 0.51 May 24, 2016 1. concentration not working in spells section 2. caster level not updating correctly in spells section 3. prohibition on negative buff to 6 ability scores removed.&nbsp; v 0.50 May 23, 2016 Fixes: 1. AC / dex calculations wrong for certain conditions 2. attack notes that do not change and can't be translated removed 3. caster level and concentration was not adding up if updated in a certain orde 4. caster level and concentration wrong in certain cases 5. too many to mention that we didn't document New Features: 1.simplified rolltable available - check "use simple rolltemplates" on config page, this uses only h3,h4,label, and span tags. Each element labeled for screenreaders. 2. HTML5 content tags and Aria roles added for easier keyboard navigation. Many headings changed from appearing bold to actual heading tags. 3. Internationalization added, roll20 members can now download the translation.json sheet from github and submit their own translations , and the entire sheet will be translated, rather than having to edit html. 4. Page consolidation:some pages removed and the data on them moved to other pages, so there are fewer tabs on top 5. Buffs and Conditions moved to the top of the sheet above page tabs. this allows users to see what conditions apply at a glance if they are wondering why the modifier is not what they expected. Also gives easier access for GMs. 6. some pages removed and the data on them moved to other pages, so there are fewer tabs on top 7. Skill grid now allow a macro for the "misc" column. 8. top "total" section of skills updated to more clearly show totals when using background skills 9. DEX mod to AC updates with a dashed outline when a condition removes DEX to AC, or when max-dex overrides the regular dex-mod. 10. Temp hp is now editable 11. Current hp now updates when max hp updates (so if max hp increases by 5, curr hp increased by 5) Same for NPC HP. 12. reset button for hp and temp hp to reset them to max (and resets wound level to healthy) 13. wound level automatically updated as current hp changes 14. nonlethal hp outlines when it is greater than current hp (incl adj for wound threshold system) 15. disabled / unconscious threshold added to wound threshold section 16. more color choices 17. Attack and Damage effects section removed, any current values have been migrated to buffs section. Macros that refer to attack roll buttons will work even if you do not open the sheet, or after you open it (and the migration occurs). 18. HTML simplified in many areas, making sheet take less memory and easier to support v 0.44 April 04, 2016 1. buff_CasterLevel-total does not update casterlevel or sometimes double counts 2. skills do not update on recalc all, nor on ability modifier changes 3. Title for artistry and lore skills not printed on rolltemplate v 0.43 March 29, 2016 Fixes: 1. Bonus spells round down correctly 2. Favored Class hit point column now adds to total hp on a change 3. Skills now update total on change, and on Check&nbsp;buff update 4. Removed Artistry and Lore from all Skills tab when sheet is not using Background Skills New features: 5. Non essential fields hidden when on collapse repeating row, reducing clutter esp when using 2 column format 6. Encumbrance dropdown added to speed calculator (same as ACP and MaxDex). Allows user to choose not to automatically apply encumbrance to speed. 7.&nbsp;Speed Multiplier added to allow for Run or other features where run multiplier is not 4. 8. When collapsing repeating rows, some less important fields will be hidden to decrease clutter. Expanding the row allows you to edit them again. v 0.42 March 22 1. Shield rows update Shield bonus, armor rows update armor bonus 2. Worn and Carried gear do not round weight until the summing up of all weights 3. All spells tab fixed v 0.41 March 21 1. Buffs now apply on change 2. Dragging compendium items should no longer overwrite items on other pages. v 0.40 March 20 New Features: 1. PSIONIC abilities added! 2. Any repeating section can now be split into two columns. 3. Buffs changed from large grid to repeating section 4. Added COLORS to roll templates 5. Added expandable sections for multi instance skills (perform, profession, etc) Fixes: 1. Encumbrance auto calculation fixes 2. ACP applies correctly even if you change the ability for skill 3. class 5 adds to totals correctly 4. Artistry and Lore now have multiple entries 5. Negative int mod changed to 0 for tiebreaker 6. (in dev) negative macro evaluation fixed if negative is in middle of string 7. Drag monster to NPC page from compendium now updates Size correctly. 8. cleanup of old css and fixing buttons 9. NPC spell page html fixes (removed N/A, fixed concentration and caster level default values) 10. Incorporated James W.'s simpler bonus spell calculation 11. recalc checkbox now a "refresh" button 12. Many improvements to title text explaining fields v 0.37 March 7 1. fix spell range on recalc (no longer zeroed out) 2. remove Min=0 for misc fields (except abilities and certain fields with different rules for +/-) 3. set maxdex default to 99 for all armor and shields. v 0.36 March&nbsp;6 1. Spell calculated fields (DC, etc) now auto update when dragged from compendium 2. Cast defensive roll not adding concentration bonus 3. Bonus spells calculated wrong 4. range-numeric added to spells, so you know the number right away without having to look up (or calculate if you have a casterlevel bonus for that spell) 5. spell domain fields fixed 6. default attributes no longer saved to free up memory 7. AC ability dropdown now updates AC right away instead of after hitting refresh. 8. AC ability modifier now displays the max dex if it is applicable 9. Support for different abilities in AC dropdowns, if it's needed, or if user switches STR and DEX for CMD 10. Defaults added into sheet for numeric fields, sheet will now only create 1 attribute when new (the version) 11. Armor 3 and Shield 3 added to defense tab 12. headers of grids now line up across different pages 13. Added compendium drag and drop of feats support v0.35 February 29: 1. Spell calculated fields (DC, etc) now auto update when dragged from compendium 2. Cast defensive roll not adding concentration bonus 3. Bonus spells calculated wrong 4. range-numeric added to spells, so you know the number right away without having to look up (or calculate if you have a casterlevel bonus for that spell) 5. Negative sign at front of macro string now works for macro evaluations to number v.034 February 26: 1. Cast defensive roll not adding concentration bonus 2. Bonus spells calculated wrong 3. range-numeric added to spells, so you know the number right away without having to look up (or calculate if you have a casterlevel bonus for that spell) v0.33 February 22: Fixes: 1. Bonus spells per day calculation to ignore ability damage and penalties 2. Energy drain added to caster level. Energy Drain and Wounds entered in new field: @{CasterLevel-Penalty} 3. Energy drain applied to CMD. New ability: @{CMD-penalty} in addition to AC-penalty (don't ask me why energy drain applies to CMD) 4. Concentration ignores ability check bonus. 5. Double penalty to Concentration removed for wounds 6. Enter now submits buff*_macro-text instead of adding newline Spell Class (top of spell page) 1. Spell class dropdown added, enabling users to set spell class and level once (can still be overridden manually) 2. If spell class level ( @{spellclass-0-level} ) is not &gt; 0 , then it won't bother updating this page, to improve speed. 3. Concentration Check: added Defensive casting bonus and note 4. Caster Level Check: added note field for modifier 5. global spell penetration bonus added. 6. spell schools and domains known/specialized/etc added Spells: 1. spell level modifiable to support Occult/Psychic magic 2. modifiers added for caster level, concentration bonus, spell penetration bonus 3. Additional rolls possible for spell to support Caster Level Check, Concentration Check (and specific spell penetration and defensive casting versions of those two) 4. Remove "N/A" defaults from spells since it is no longer necessary. Other: 1. Mythic paths, abilities, and feats added 2. Repeating row collapse/expand all buttons added 3. Forum link updated in footer of sheet to point to this top post so people can see the page status. 4. Added Initiative notes 5. Lots of html and css updates and fixes v 0.21 February 8 Fix to negative DEX - now it is applied to flat footed AC The ID field will fill in only after clicking the "IDs&gt;" arrow (which you have to do to display the ID anyway) Repeating row outline to indicate error made larger and dashed - so colorblind users can see (and other users will notice) Any repeating row with a large red dashed outline must be deleted! Tiny speed improvements 0.20 Fixes Jan 30, 2016 Repeating fields looks finally fixed. If you have a problem report it to the bug forum not this thread. There is a pathfinder thread there that the devs are monitoring, be sure to use the existing thread. Added hardness and hp to weapons and armor Added row ID to repeating sections so you can easily copy them for macros. Fixed many column header widths Made most collapsible areas on one line for repeating sections Grapple note bug fixed Compendium link added so searchable in game. NOT INTEGRATED yet. Too numerous to mention v0.19 January 12 Sickened condition not applied to damage Max skills not updating on level change some skills remain class skills even when unchecked. Melee attack buff not added to CMB attack whisper not allowing emotes v0.18 January 6 Class skill checkboxes remained unchecked and did not gain +3 Workaround for macro text not evaluating to negative: added extra number mod field to HP and Max Skill v 0.17 January 4 Fix to check on sheet open so it won't recalculate if already upgraded to current version. Update check on sheet open to only update fields affected by version change, starting with 0.14. Fix to row check/ uncheck for new buffs (Touch, CMD, Checks, Caster Level) now set and reset correctly Speed improved on update ability scores. Put note in attacks section for condition explanations Fix conditions for CS-Perception to match Perception Removed number roller in FireFox, fixed unable to tab or click out of field issue. In Firefox , after editing a field, you will be able to tab or click away and the field will update. Converted "max uses calculation" macro fields to sheetworker parsing, so you can use max and min. this affects the following repeating sections: Class-Ability, Feat, Racial-Trait, Trait fixed and pre-set to 0 the following: checks-cond , Phys-skills-cond, Perception-cond, so ability rolls will work right away instead of reporting an error that those fields are not found. Spell Resist shows up on spell template when button dragged to quick macro bar DMG buff applied on change
1451939181
vÍnce
Pro
Sheet Author
The sheet needs beta testers. &nbsp;The more the merrier. &nbsp; The current beta campaign can be found here: Beta v.18 <a href="https://app.roll20.net/join/801350/kEQ72w" rel="nofollow">https://app.roll20.net/join/801350/kEQ72w</a> Please post back with any bugs, suggestions, feedback, praise, etc. to this forum. Happy New Year.
1451950199
Sam
Sheet Author
Noticed today that the carry weight load options on the items tab aren't applying the armor check to the skills and probably to dex as well. Medium load&nbsp;sets a character's max dex to +3 and adds a -3 ACP to skills. Heavy load sets a character's max dex to +1 and adds a -6 ACP to skills.
1451951634
chris b.
Pro
Sheet Author
API Scripter
You have to also change the dropdown on the defenses tab to update ACP and MaxDex to use encumberance instead of armor. they should probably be synced to use whichever is greater
I realised this bug the other night but I was hoping it had only affected the most recent character sheets I was working on (the character sheets for my players) and not every single character sheet I had, including the ones I had archived for monsters; alas, the bug is present in ALL of the character sheets. &nbsp;I don't know why but all of the class skills in every character sheet has been toggled off. &nbsp;Obviously the solution is to toggle them back on but that means I have to go through 50+ character sheets to fix this issue. &nbsp;I am curious to know what caused the class skills to be toggled OFF in the first place.
1452018946
chris b.
Pro
Sheet Author
API Scripter
IDK, I have not seen this or heard anyone say anything before, but I can see all my campaigns, no matter how old or on how old a version of the sheet, all have class skills set to 0. Not just on the latest sheet but earlier sheets. None of the code updates that field. still looking into it
Since I am in the process of re-checking every character sheets I made for all of the monsters in the campaign I run (including random encounters), I was wondering if there was a way that the character sheets could be modified so that you could input no value in a given ability score. &nbsp;For example, most plant creatures have no Intelligence and constructs (to the best of my knowledge) have no Constitution score. &nbsp;The Constitution isn't really an issue (at this point, it's just a nit-picky thing) but the Intelligence issue might be confusing. &nbsp;Currently the skill ranks are calculated to display what the amount of skill ranks you set up per level or HD of the creature, with a minimum of 1 rank per level or HD. &nbsp;In most cases, this fine, but for most plant creatures and constructs, and many undead, they don't even get skill ranks or feats. &nbsp;Again, this is me being a bit of a nit-picker on small and easily ignored issues. Another nice feature to have would be that you could select a creature type from a drop-down menu (don't bother with a list for subtype, there's too many), and when you do, it automatically calculates skill ranks (and toggles on specific class skills), BAB, and saves. &nbsp;Although now that I really think about it, I can see that being a problematic issue when you have to add templates to a creature; sometimes the template changes the creature type but specifically calls out that it doesn't change their skills ranks, BAB, Hit Points, and saves. &nbsp;I suppose one way to do it would be that you could chose what is the scaling for things like BAB and saves (for example, slow, fast, good, poor, etc.), and choose class skills based on a creature type drop-down menu on the Skills tab. &nbsp;However, that's a lot of customization and probably would make the sheet look really cluttered and ugly. &nbsp;Ugh, wishful thinking then, I guess.
1452019384

Edited 1452019627
chris b.
Pro
Sheet Author
API Scripter
ok i think i know what is happening. i can put a fix in, no one has to redo anything, as you can see below the class skills are still indicated in the attributes, ill add an update to convert these to 3 to tell the checkbox it is set and ask them to push it out today. Odd, this bug has existed for over a month.
Wow, that was quick. &nbsp;So we can see the fix on the next update (probably in a week or so)? &nbsp;I'm astounded as to how fast you found the solution.
Huh. &nbsp;I was cleaning up the Journal and I had deleted a bunch of Folders but instead of deleting everything in selected folders, all of the entries within the folder and the related sub-folders were moved out of the folder and into the bottom of the Journal. &nbsp;I was able to delete the items (character sheets and handouts) after that but I figured I mention this unusual bug.
1452021059
vÍnce
Pro
Sheet Author
said: Huh. &nbsp;I was cleaning up the Journal and I had deleted a bunch of Folders but instead of deleting everything in selected folders, all of the entries within the folder and the related sub-folders were moved out of the folder and into the bottom of the Journal. &nbsp;I was able to delete the items (character sheets and handouts) after that but I figured I mention this unusual bug. I believe this "intentional" to prevent someone from accidentally deleting everything. <a href="https://wiki.roll20.net/Journal#Folders" rel="nofollow">https://wiki.roll20.net/Journal#Folders</a>
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the missing class skills is fixed in .18 (a new .18, not the one above) once they push it live. I Sent a pm to ask them to expedite this one: <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>...
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I seem to have encountered a bug with HP calculation. The HP-formula-mod and HP-formula-macro-text fields. My character's fields were working properly until I tried to put a formula into HP-formula-macro-text field. After that, the two fields refuse to sync up even after deleting the formula and trying to use numbers such as 1 or 2. On top of that, it seems to be bugged and giving 1 bonus HP as shown in below picture. (Character has a d8 HD and a CON-mod of 4 with no FC HP and is level 1.) The problem I think is that inserting the formula caused some form of error and disconnected. I was able to repeat it by typing into the field "negative(5)". However, I was unintelligent and did this in another actual character sheet instead of a test sheet. As for why I typed that, I was tinkering with kineticist and it was not accepting something along the lines of "-1*(@{Burn}*@{level})". Burn being a custom field I created for my Kineticist.
Because of the RT (Require Training) checkbox on skills, some skills on NPC sheets are now 0.
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Courtney R. said: I seem to have encountered a bug with HP calculation.&nbsp; Ok, it seems that it is ignoring the calculation if it is under 0, even if you put a negative number in. So changing it appears not to work because it's being ignored. But if you clear it and put positive numbers in, they get added in again.&nbsp; Edit: actually that's not true either, sometimes it evaluates negatives, sometimes I see this: RangeError: Maximum call stack size exceeded&nbsp;at sendCommand (eval at &lt;anonymous&gt; Which I think indicates an infinite recursive function loop ... which is odd because I tested a lot more complex functions, but only if they come out to be positive. i'll add in another number field temporarily so at least we can add in negatives, that is code i got from another user here so it will take awhile for me to debug it.
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temp Fix for HP mod not allowing negative: just added in another number modifier so you can add negative numbers in. did same for max skill field (so there is a Misc1, the macro field, and Misc2, a number field) (though when I test a simple -5 or something it works, but since it didn't for you i'm just adding these) it will be in .18, hopefully soon.
I'm having a bug with one of my characters -- all of his ability mods are returning as 0 when I ping them, but are still showing up with the correct values in some (but not all) auto-calculations. Refreshing/recalcing the sheet doesn't fix the issue. It seems to just be the one character.
Hello! Since the newest update my players' macros have been experiencing a bug where the /em or /me fields are not showing up in bolded yellow text. In particularly for my players' spell macros where there is an /em phrase before the spell block. Any workaround or fix? Thanks!
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Also I should mention that it was also not working for positives afterwards either, though I have not tested since I woke up this morning. Will do so and report back. Edit: Hmm... Both fields are accepting negative numbers when I input just the negative number "-2"; however, if I try to put in say "@{Burn}" and that number happens to be negative, it throws out 0. Even if I change it to be positive and add in a "-" symbol before it, it still gives 0. That being said, it works for the positive numbers of it though.
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Luis G. said: Hello! Since the newest update my players' macros have been experiencing a bug where the /em or /me fields are not showing up in bolded yellow text. In particularly for my players' spell macros where there is an /em phrase before the spell block. Any workaround or fix? Thanks! Not sure what changed to cause this(will dig deeper)... but if you add a line break(carriage return) before the emote it should work like it's supposed to. &nbsp;We'll investigate further. &nbsp;Thanks and sorry. EDIT : &nbsp;If you add a line break to allow your emote, the whisper option on the sheet will not work . &nbsp;I believe we will need to move the whispers that are currently added "pre-macro-text" to inside the macro text in order for emotes to work within the sheet's macro-text.
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update : The whisper options we(I) added to button rolls with macro-text options are value=" (@{PC-whisper} @{macro-text})", where PC-whisper is either a "space" or "/w gm". When you add another emote or chat command like /em in the macro-text it is considered just normal text since it would either be interpreted as " & nbsp;/em" or "/w gm/em". Both options will fail to include the additional emotes. Solution: testing best option. Fix pending.
Another bug. Linguistics is always counting as a CS.
Courtney R. said: Another bug. Linguistics is always counting as a CS. I just noted Stealth doing the same thing on one of my sheets. &nbsp; 2nd issue, don't know if it's already been brought up: total skill points are calculating low. &nbsp;It looks like it's giving what the number should be minus one level's worth of class skill points. &nbsp; 3rd issue: I start inputting the name for a new spell or feat and the list suddenly shuffles while auto-filling information from another entry into the new entry on which I'm working. &nbsp;I've noticed this in two separate campaigns. &nbsp; You guys are doing great stuff, don't ever think I'm terribly upset. &nbsp;Just thought I'd bring these to your attention!
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Joshua F. said: Courtney R. said: Another bug. Linguistics is always counting as a CS. I just noted Stealth doing the same thing on one of my sheets. &nbsp; 2nd issue, don't know if it's already been brought up: total skill points are calculating low. &nbsp;It looks like it's giving what the number should be minus one level's worth of class skill points. &nbsp; 3rd issue: I start inputting the name for a new spell or feat and the list suddenly shuffles while auto-filling information from another entry into the new entry on which I'm working. &nbsp;I've noticed this in two separate campaigns. &nbsp; You guys are doing great stuff, don't ever think I'm terribly upset. &nbsp;Just thought I'd bring these to your attention! Thanks for the info and we will get working on fixes. &nbsp;My observations: 1. &nbsp;Actually, it appears that ALL Skills are getting the CS bonus if you add ranks. &nbsp;The beta sheet does not appear to have this bug, so Chris may have already fixed this. 2. &nbsp;In my testing I think the math is correct for total skill points, however there may be an issue with the total skill points not re-calculating when the @{level} changes. Temp fix is to see if you can adjust the skills/lvl up/down. &nbsp;Be sure to click into another field to update the total. &nbsp;We'll look into a fix so that total skill points will re-calc when any class level changes. 3. There's seems to be an issue that some users are experiencing with repeating sections. This is not specific to the Pathfinder sheet. &nbsp;Hopefully a solution will get worked out soon... See here: <a href="https://app.roll20.net/forum/post/2735314/repeatin" rel="nofollow">https://app.roll20.net/forum/post/2735314/repeatin</a>... <a href="https://app.roll20.net/forum/post/2778641/repeatin" rel="nofollow">https://app.roll20.net/forum/post/2778641/repeatin</a>...
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chris b.
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1. class skills: The skill bug is this: skills that were marked Class Skill in the .15 sheet (before the .17 update) are not being reset when unchecked. Skills that were not marked class skills before the .17 update are working correctly, you can check class skill, and uncheck it. That is why it was kind of hard to find, it works most of the time, and how often are you going to take a class skill and mark it a non-class skill? Workaround: to find the class skill in the attributes and delete it, until we put a fix in. This would be "Linguistics-cs" &nbsp;, "Stealth-cs" Note, it is NOT "CS-Perception" when the CS is capitalized and in front that is "Consolidated" 2. max skill points: I have not been able to break the skill points. Can you provide an example? Another issue, due to "requires training" this may impact many npc sheets, I was thinking of PCs where it is easy to fix. Maybe we can remove that functionality and just calculate it, or .. maybe put a button on the npc page to remove "requires training". ... or change "misc" to "ranks" which would also fix it more easily, and make sure to copy the value on sheet open for npcs. well something.&nbsp; NPCs need an overhaul, , to make it easy to import ala Character Gen &nbsp;or similar, but at the same time have the rest of the sheet not break NPCs.
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Luis G. said: Hello! Since the newest update my players' macros have been experiencing a bug where the /em or /me fields are not showing up in bolded yellow text. In particularly for my players' spell macros where there is an /em phrase before the spell block. Any workaround or fix? Thanks! [bug]Toggle Global Whisper break emotes used in macro-text : Problem : emotes added to the macro-text do not work and get passed as text prior to the roll template portion of the macro. Proposed Solution : &nbsp;Currently, global whisper attributes @{PC-whisper} and @{NPC-whisper} are added into the value of the button "pre-macro-text" for sheet rolls that include macro-text, (ie class abilities, attacks, spells, skills, feats, etc.) &nbsp;This was done so that existing macros would not need to be modified. &nbsp;After trying out multiple ways to get a global whisper toggle to function with emotes added to macro-text, my final solution was to include @{PC-whisper} and @{NPC-whisper} into the macro text referenced by a sheet roll. Upside , users can add whatever they want to the macro-text. As long as @{PC-whisper} or @{NPC-whisper} is on the same line as their roll template text, the config whispers will work correctly. Downside , existing macros will need to have the attribute added manually or reset to enable the function. All new repeating rows with macro-text will include the whisper attribute. Since this isn't a major sheet breaking issue, I thought we should try this out on the beta first.
chris b. said: 2. max skill points: I have not been able to break the skill points. Can you provide an example? Sorry it's taken a moment to get back to you, Chris. &nbsp;Here's the situation: I've got a human bard with 13 INT. &nbsp;He should be getting 8 skill points per level, right? &nbsp; Instead, this is what I got last night when I went to take him from 7th to 8th level: Since he's human, I rolled the bonus point in with his 6/level from the bard class. &nbsp;It's showing my max ranks as 7 below what it should be, so I'm making the assumption that it's not counting a level somewhere. &nbsp;It's doing the same thing with a fighter I've got too. &nbsp; Just to be clear, there are no additional scripts running in this campaign. &nbsp;No tweaks to the sheet as provided. &nbsp;
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Joshua, did you try my suggestion above? &nbsp;Try toggling your skills/lvl up/down &nbsp;and see if your total changes to 56. &nbsp;I believe it's just that a class level change isn't forcing the total skill points to recalc.
Vince said: Joshua, did you try my suggestion above? &nbsp;Try toggling your skills/lvl up/down &nbsp;and see if your total changes to 56. &nbsp;I believe it's just that a class level change isn't forcing the total skill points to recalc. Man, I feel like a dummy. &nbsp;I hadn't yet and it fixed the issue completely. &nbsp;Thanks guys!
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Joshua F. said: Vince said: Joshua, did you try my suggestion above? &nbsp;Try toggling your skills/lvl up/down &nbsp;and see if your total changes to 56. &nbsp;I believe it's just that a class level change isn't forcing the total skill points to recalc. Man, I feel like a dummy. &nbsp;I hadn't yet and it fixed the issue completely. &nbsp;Thanks guys! NP. &nbsp;It's really an issue that we need to address since total skill points should fire a recalc if anything in the skills/lvl column or @{level} changes. &nbsp;Thanks for bug testing. &nbsp;;-)
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i still can't make it happen, when i update a class level, the max skills goes up by the skills/level plus int mod.&nbsp; so.. maybe .. are you using Firefox? Maybe you raised the class level before using firefox? Though I do notice the @{total-skill} at the bottom of the class grid never changes.
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It's not firing for me on Chrome with a brand new character. &nbsp;Obviously I can "coax" total skill points by playing with the skills/lvl column, so it's not broke, just a little wonky.
Well, I'm not sure how this thing works, but what I observe is that it doesn't calculate the final skill points total until you click on the FC Skill field, after which point it seems to follow along with your changes. So, my theory is that it's looking for (and not finding) a FC Skill field (any) and therefore not making the complete calculation. Once a value is entered (selected the field) the calculation now has its numbers, and is made? So maybe defaulting all values to zero in the calculation would help? My two coppers' worth. -Phnord
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Actually I was just randomly clicking into another field (it happen to be the FC Skill column) so that my change in the previous field would be registered. &nbsp;Changing class levels didn't have any effect. Only toggling the Skills/lvl seemed to get the calculation moving. And,strangely enough, just clicking in 4+ fields in the Skills/lvl column without changing any of them also gets the Total Skills Points to recalc. &nbsp;Something seems to be going on with the sheet workers on(Change) or ...?
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chris b.
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finally reproduced it by making a new sheet, fix was easy, had to update the skill total at the bottom of the class grid when levels changed as well as when skills changed. ill add that in. I updated my master branch with this and some other fixes I've been working on , labeled .19, can you put it in Beta? Everything is there but 1. whisper emote issue ( i couldn't figure out what the change was) and 2. the spell page updates I've been working on.&nbsp; only problem it is super slow!&nbsp;
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chris b. said: finally reproduced it by making a new sheet, fix was easy, had to update the skill total at the bottom of the class grid when levels changed as well as when skills changed. ill add that in. I updated my master branch with this and some other fixes I've been working on , labeled .19, can you put it in Beta? Everything is there but 1. whisper emote issue ( i couldn't figure out what the change was) and 2. the spell page updates I've been working on.&nbsp; only problem it is super slow!&nbsp; Oops, just PM'ed you and then read this... never mind. &nbsp;;-) I'll add the whisper fix into the Main/community sheet and commit/PR.
Heya, Since the server update we're having a weird issue with all our character sheets, in that it's treating any skills that have a rank in them as a class skill despite not being selected as such. No amount of tweaking, flicking the values back and forth or checking/unchecking boxes fixes the problem. Any idea what's the problem? Thanks!
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This was pointed out yesterday(further up the thread). Fix and PR was done last night and will go live with the next merge. &nbsp; Temp fix(I know, I know...), you could mentally -3 on those rolls, or use -3 on the Misc column till the fix gets thru. &nbsp;
Vince said: This was pointed out yesterday(further up the thread). Fix and PR was done last night and will go live with the next merge. &nbsp; Temp fix(I know, I know...), you could mentally -3 on those rolls, or use -3 on the Misc column till the fix gets thru. &nbsp; Ahh ok! Thanks for the reply ^^ .
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Pathfinder v19 New PR <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>... fix for class skill bug global whispers moved to inside macro-text so that emotes in macro-text work fix for HP-formula recalc syntax error fix for total skill points not updating with a class level change
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I'm facing a new kind of problem. One sheet was showing wrong results when I tried to access values from macros, such as @{selected|AC}, was showing a wrong value. Then I recreate the sheet from scratch from new&nbsp;crystal-clear character and it has a very strange behavior. First, a lot of attributes were duplicated. I an see 2&nbsp;"AC" field for instance. EDIT: Maybe I have a lead on what generate this error. The sheet was opened on two different PCs when I created it.
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Oh also in .19 I turned off the auto set to 0 for skills where required training is checked but have no ranks. It is easy to update on a PC but lots of people will have a lot of npcs where it would be a pain.
chris b. said: Oh also in .19 I turned off the auto set to 0 for skills where required training is checked but have no ranks. It is easy to update on a PC but lots of people will have a lot of npcs where it would be a pain. This is music to my ears =)
Suggestion: &nbsp;When you add an Attack, set the default for the Proficiency pulldown to Yes. I really cannot imagine that most people are adding weapons / attacks that the character isn't proficient with.
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Jason H. said: Suggestion: &nbsp;When you add an Attack, set the default for the Proficiency pulldown to Yes. I really cannot imagine that most people are adding weapons / attacks that the character isn't proficient with. I think that is a hold-over from when you had to enter or toggle every field in repeating attacks otherwise you would get errors in chat. &nbsp;I agree that this could be set "yes".
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v19 has been merged... should be live soon.
Haven't had a chance to read the threads to see what's going on, so I wanted to put this here before I forget to: One of my players has sheet v18, and is seeing the size dialog pop up whenever she uses the Stealth skill. Another player also has sheet v18, and does not. Another of my players has sheet v18, and his escape artist skill seems to be treated as always a class skill. Checking and unchecking the class skill box has no effect, even after a recalc. Any of these fixed in v19?
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Old macros need to be reset or modified. &nbsp;Size is no longer a query. &nbsp; cs on all skills was fixed with the v19 update this morning.
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Feature Request: On the Defenses tab, can you make the SR field accept formulas, like&nbsp;@{level}+6 ? There are a lot of things that you can gain that give SR based on level. It would save having to change it when your character advances. Thank you for your consideration, Magik
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We had a game last night; the first since the java workers were implemented in the PF sheet. We were on v .18. Here are some issues that we saw: 1. A character gained a magic item that increased his Con by 2. He entered the 2 in the enhancement field on the Core tab, but his hit points didn't adjust. 2. Some attempts to hit the Recalc check box resulted in the check mark not clearing and high CPU utilization until the browser was closed. 3. Sickened condition was applied properly, but didn't clear when removed. 4. Making adjustments to AC values on the Defenses tab resulted in incorrect total AC. 5. Increasing the enhancement bonus on the Core tab for an ability, such as Wis doesn't adjust the Concentration check mod on the Spells tab. Some players were able to find correct results after using the Edit button on the character sheet then hit Save Changes. Others had to reboot their computer (overkill in my opinion). There were lots of browser refreshes. I know that most of these are aanecdotal and not of much use, but it may tickle a thought for the developers. Magik