Agreed.Tim said:
I'd argue for the order being Offence, Utility, Defence, Equipment - since that's the order of how likely you are to be interacting with those sections in combat
Agreed.Tim said:
I'd argue for the order being Offence, Utility, Defence, Equipment - since that's the order of how likely you are to be interacting with those sections in combat
Kryx said:
Equipment: "the necessary items for a particular purpose.", "the implements used in an operation or activity".keithcurtis said:
I don't see why you should. It would be a catch all for things that have active, programmatic abilities. Equipment would just be things like 50' rope and 10' pole. Items would be things with rolls or rules attached.
Item: "an individual article or unit, especially one that is part of a list, collection, or set."
By english definitions your options should be reversed. (It would match Option 2 above, but renaming Inventory to Items).
2 general categories (Equipment & Inventory/Items) and 1 specific category (Defense) doesn't make much sense imo. Option 1 and Option 3 have more defined organizational structures that more clearly identify the type of things that belong in each section.
Tim said:
I agree that there's probably a good use-case for breaking up the behaviour into "I want to hurt something" vs. "I want to help or heal" vs. "I just want to look at all the other random stuff I'm carrying", which makes the offence/defence/utility/equipment a decent choice. Grouping offence and utility together potentially makes the user hunt through weapons when they're looking for potions, for example.
I'd argue for the order being Offence, Utility, Defence, Equipment - since that's the order of how likely you are to be interacting with those sections in combat, but that's minor.
Kryx said:
As part of #168: Expand Equipment I've revamped armor and update equipment to match the newer format.
I'm now looking at changing "Attacks" to encompass weapons, homebrew shotguns that use saving throws, healing potions, DMG bombs, vials of acid, ball bearings, wands of paralysis, etc. Therefore the current organizational structure is not appropriate.
I think there is value in having "do stuff" (Attacks) be separate from "have stuff" (Equipment). However if that divide in the equipment is maintained I can't decide how to rename the "Attacks" section.
Should I use this organizational structure?
What should I name "Attacks" in this organizational design? Should I name it "Equipment" and instead rename the current equipment to "mundane equipment"?
Assuming I go with the Offense/Utility/Defense/Equipment route:keithcurtis said:
Curious about (once the issue is resolved and decisions are set) how will this affect equipment dragged in from the compendium? Will armor "know" to go into the defense subsection, or will the user need to decide? For instance, spells will do some amount of self-correction. A 3rd level spell dragged into a second level slot will move to the proper place after a moment. Will there be some similar behavior for the new "All the things I'm carrying" section?
And forgive me if you've addressed this (there's been a lot bandied about), but could a spell be dragged into this revised section, rather than going into the spellcasting section? To cover things like a wand of Fireballs, which doesn't draw from the characters spell slots, but does have a different structure programatically from armor or weapons.Spells will always belong in the spells section do to that section's complexity. However in this case it actually makes total sense - the item isn't casting the spell, it allows you to cast the spell. Once #375: Spell uses is done then spells with uses won't subtract from the spell slots which will help this area.
Sweet. Do you envision that as a toggle that has some sort of visual cue?Currently I put a code in the name of the spell, such as "Hellish Rebuke-T" for the Tiefling ability.Kryx said:
- Spells will always belong in the spells section do to that section's complexity. However in this case it actually makes total sense - the item isn't casting the spell, it allows you to cast the spell. Once #375: Spell uses is done then spells with uses won't subtract from the spell slots which will help this area.
I envision it'll look very similar to uses for other areas.keithcurtis said:
Sweet. Do you envision that as a toggle that has some sort of visual cue?Currently I put a code in the name of the spell, such as "Hellish Rebuke-T" for the Tiefling ability.
Very well. I'm excited for the sheet to progress (especially in the equipment section). We trust in you to make it familiar and accessible enough for all players. These "fear of change" posts are not meant to be negative so much as a way to help guide to a common solution (as was done with roll templates not to long ago).Kryx said:
TL;DR: Shaped doesn't mirror the paper sheet, but focuses on design intent and user experience for the web. Section names matter.
Nope. Roll20 removed repeating sections from being accessible from token bars about 8 months ago. :(Matthew E. said:
Is there currently any way to track limited-use class resources in a token bar? For instance, I have my Warlock's spell slots tracked in bar 3 of their respective token, because there is an attribute assigned to that. Could I do the same thing with features like Barbarian's Rage, Bard's Inspiration, etc., that are only tracked within the class features section? I'd like to tie it to the sheet so when it auto-decrements and auto-refills via the API script, that is reflected on the token bar. I've found a crude workaround using another API script, but it's not ideal. Thanks!
Kryx said:
This will replace the current "Bonuses & Penalties" section.
I hope to be able to link a modifer with equipment so if I toggle off a piece of equipment it'll also toggle off a modifier, but that'll be a future enhancement.
Since "Defense" no longer has saving throws I've refactored it back to "Armor". It now holds Light Armor, Medium Armor, Heavy Armor, Shields, and Unarmored Defense.
Still a lot of work before I can release 12.0.0.
I knew you'd be happy for this one. I suspect it'll do most of the heavy lifting for your suggestion that I morphed into conditions.HLazar said:
I really love this.
Kryx said:
You can reference a spell repeat in a similar way as the spell. %{NAME|repeating_spell3_ID_repeat}. You can create little buttons to use it like the documentation does for sneak attack.
Mark S. said:
Before reporting this issue, I was wondering if anyone knew what this was about...
"Sheet Worker ERROR: Unable to find valid character with ID -KiXzEks5LvXfR-KHUWD"
I'm not sure I totally understand your question. The repeat needs to query the user for higher level, but it shouldn't reduce slots via the companion script. If it is reducing slots then it's an easy fix for me to do.John S. said:
Is it possible to have spell repeats not check for spell slots remaining? Our group's ranger used his last spell slot to cast Hunter's Mark. It would not let him use the repeat, as he was out of the slots of that spell level.
I have SKT so feel free to report an issue if it's reproducible.Mark S. said:
This may be an issue related to the monsters that came with Storm King's Thunder. It does not appear to be affecting character sheets so feel free to disregard.
Spells belong in the spell section. The situations you mention will be supported via #375: Spell uses with the typical uses that appear in other sections.Joss G. said:
Sorry if it's been asked already, but Google isn't helping me search for it. How do you handle when a character has spells from a non-spellcasting class source, like racial spells or things like a Totem Barbarian's random spells or a Monk's spells. I'm having difficulty adding these into NPC and PC sheets, as I don't want them grouped up with the other spells if they don't take slots the same way.
Kryx said:
I'm not sure I totally understand your question. The repeat needs to query the user for higher level, but it shouldn't reduce slots via the companion script. If it is reducing slots then it's an easy fix for me to do.John S. said:
Is it possible to have spell repeats not check for spell slots remaining? Our group's ranger used his last spell slot to cast Hunter's Mark. It would not let him use the repeat, as he was out of the slots of that spell level.
Casting restrictions are done via the script. Normally you'd need to open an issue for Lucian to solve, but I believe the script should never try to use the slot which I need to fix on my end by not sending certain data.John S. said:
It is not reducing slots, but it wont let me cast if I'm out of slots.
"SyntaxError: Unexpected identifier"