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[PF] Pathfinder Sheet Thread 6

1494132522

Edited 1494132564
vÍnce
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Sheet Author
NopeDK said: Aah, thanks, first time I have encountered that peculiarity. It first came up when we introduced iterative attacks.  It has something to do with the sheer number of inline rolls being made, and the way roll templates handle them.  Hope you get it worked out.  Cheers
Is there an option so that macros (e.g., attacks) display the token name rather than the character name? In general, I prefer the token name to be displayed rather than the character name, especially for NPCs, since the character name will often be something generic. e.g. "Commoner 1" might be the character, but "Bob" and "Dug" might be the tokens, and that is what I'd prefer for players to see. It's especially important if the character is "Assassin 3" or "Faceless Stalker" and the token says something a lot more benign... It's also useful for NPC whispered chat output, since then I as GM can tell which message came from which token. Thanks.
1494166031

Edited 1494168053
chris b.
Pro
Sheet Author
API Scripter
we'll see, when creating an ability macro i think you can. We are working on an API companion that might be the place to do that. making an ability token action you can change the name like this: %{selected|attacks} {{character_name=@{selected|token_name}}} which works. just by putting the re-set of character_name after the call to the macro. that is an option we can put in the api companion we are working on. otherwise... maybe can put an option in the sheet too, (though if checked would just print garbage if the sheet is not linked.)
Long time no type from me! But I come with a request as this is a difficult thing to emulate on the sheet currently. There are several races like Kobold, Oread, Ifrit, etc that have the treat Charisma as two higher for Sorcerer stuff. "Kobold sorcerers with the draconic bloodline or kobold bloodline ( Advanced Race Guide 134) treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait." I was wondering if this was possible to incorporate into the sheet? It'd make it so much easier for me.
Small bug when using size modifiers on attacks, when you create a new attack it has use size checked but doesn't seem to enable it, you need to uncheck and recheck for it to work.  Thanks for all the hard work on the sheet!
1494209405

Edited 1494209425
James W.
Sheet Author
API Scripter
I've added instructions on importing characters from Hero Lab to the character sheet's wiki page that are a bit more detailed than the instructions on the sheet, and also include a few known issues. For those who want to name token actions with the same name as the character sheet's ability names, I should point out that Roll20 will render HTML entities in the ability name, so if you name it something like "⁠Abilities", the name on the button will look like "Abilities", but since the name is technically different, it won't cause name collision issues.
1494211201

Edited 1494211216
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
James W. said: For those who want to name token actions with the same name as the character sheet's ability names, I should point out that Roll20 will render HTML entities in the ability name, so if you name it something like "⁠Abilities", the name on the button will look like "Abilities", but since the name is technically different, it won't cause name collision issues. Briliant!
1494211512

Edited 1494211744
James W.
Sheet Author
API Scripter
I love how your quote not only changed the numbering, but also lost the HTML entity. :P EDIT: Should also mention, the "⁠" will probably disappear from the character sheet if you refresh the Roll20 browser (much like it disappeared from that quote), but the character it represents is still there, so don't worry about it.
1494214073

Edited 1494214408
chris b.
Pro
Sheet Author
API Scripter
Courtney R. said: Long time no type from me! But I come with a request as this is a difficult thing to emulate on the sheet currently. There are several races like Kobold, Oread, Ifrit, etc that have the treat Charisma as two higher for Sorcerer stuff. "Kobold sorcerers with the draconic bloodline or kobold bloodline ( Advanced Race Guide 134) treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait." I was wondering if this was possible to incorporate into the sheet? It'd make it so much easier for me. ok, i 'll have to think about what to do, for spells it affects mainly concentration and DC (there is no global per spell-class way to add to DC currently) and for abilities it's the DC and probably frequency (though you have to type in the formula for frequency anyway so that might have to just stay add a 1) so we'd need a per-spellclass +DC field so you don't have to add +1 to every spell's DC. and for each ability, a field to add to DC without adding to spell level. that would replicate the trait, not a one button. the above 2 changes aren't too big.
1494221173

Edited 1494221208
Hi.  For the life of me, I can't figure out how to simply rearrange my Feats in the list when I open the modify menu.  Delete works fine.  Hovering over the file manager button (or whatever it is called) turns my mouse pointer into a four-way arrow icon, but dragging them does nothing.  This is only a big deal on the template character sheet I keep for monsters' feats and abilities.  It would be nice, for example, to have all the Energy Resistance types grouped together on the list, so I can find them quickly.  Some things I'd like to be able to move to the top of the list because they come up more often in my current campaign.  Etc. I thought maybe this was a browser thing, and maybe it is.  I run Chrome typically. Also, as long as I'm on the topic of a template character sheet -  It's utterly amazing and awesome that I can drag and drop monsters right into the sheet now.  The only catch is - my group has a conjuration specialist, who has Augment Summoning, celestial creatures, and so on.  So I keep a template sheet with those adjustments. Maybe for the future, it might be an idea for NPC sheets (or character sheets) to be able to select abilities as one selects conditions.  Celestial, Darkvision, Fire Resistance, Undead Traits, etc. Lastly - How about a Spawn Monster API?  When I want to spawn a goblin, for example, I have to drag a token, then unlink the bars, the rename it Goblin 1.  Lather, rinse, repeat.  Could a script be made to do those things?  Just hit that Spawn Goon button, or whatever, and out pops a token named Goblin1, Goblin2, etc. with the bars populated but already unlinked? I really feel like having abilities available to select for the drag and drops and a Spawn Goon button would be a couple of really nice final touches that would save so much play time.  I could make 6 Celestial Eagles appear on demand. Impromptu monsters like that remain a serious game stopping issue for me. Also, as long as I'm daydreaming, I guess - How about the ability to pull in PC Gen characters? Amazing, amazing work on the sheet.  Thanks so much for making it.  Cheers!
1494222268
vÍnce
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Sheet Author
Robert, make sure you do not have your sheet popped out when you try re-arranging repeating items. Also, monster templates sound cool...  For now you might be able to use a script like ChatSetAttr to apply attribute changes on the fly.
1494256473

Edited 1494256570
chris b.
Pro
Sheet Author
API Scripter
Robert B. said: Maybe for the future, it might be an idea for NPC sheets (or character sheets) to be able to select abilities as one selects conditions.  Celestial, Darkvision, Fire Resistance, Undead Traits, etc. i was thinking for some of the monster / Type traits of adding those in during the parsing. For instance right now checking "is undead" only updates the hp calculation to use CHA, but it could also add the other things like "immune to mind affecting" in either special defenses or save notes. I was thinking this for the "Traits" like Ooze traits (Bestiary 6 has lots of oozes! ) , Undead Traits, etc. i guess adding a dropdown would just be one step more after doing the above to add to any char. same for simple templates, it's come up. though .. maybe some of that should be in the API, just to not make the sheet too big and cumbersome. The sheet is pretty slow and needs to be faster.  though i also thought, having all of those as entries in a list seems almost overkill, a big textbox usually is enough. might make it faster too.
Howdy! I've found a rather old problem has resurfaced. All of my class skill bonuses in the un-editable box are 0, so clicking the class skill box doesn't add anything to the skill total. I'm on v 1.5, the class name field is not an actual class. I'm not sure how to fix the problem.
1494305200
vÍnce
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Sheet Author
Marie M. said: Howdy! I've found a rather old problem has resurfaced. All of my class skill bonuses in the un-editable box are 0, so clicking the class skill box doesn't add anything to the skill total. I'm on v 1.5, the class name field is not an actual class. I'm not sure how to fix the problem. Checking the CS(class skill) column of a skill will only add an additional "3" to the total if you have taken at least 1 rank in the skill. Do you have ranks in these skills and/or do you have other adjustments that may be cancelling out any bonuses? ie low ability score, armor penalty, size, conditions/buffs, etc.  Can you post a screen shot showing at least a few skills where you are having the problem? example
Vince said: Marie M. said: Howdy! I've found a rather old problem has resurfaced. All of my class skill bonuses in the un-editable box are 0, so clicking the class skill box doesn't add anything to the skill total. I'm on v 1.5, the class name field is not an actual class. I'm not sure how to fix the problem. Checking the CS(class skill) column of a skill will only add an additional "3" to the total if you have taken at least 1 rank in the skill. Do you have ranks in these skills and/or do you have other adjustments that may be cancelling out any bonuses? ie low ability score, armor penalty, size, conditions/buffs, etc.  Can you post a screen shot showing at least a few skills where you are having the problem? example Totally embarrassed. No, I haven't placed any skill ranks in it yet, I had wrongly assumed it would show the changes first. Sorry for the noob issue!
1494358902
vÍnce
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Sheet Author
All's well that ends well.  ;-)
1494362471
James W.
Sheet Author
API Scripter
I'm seeing some weird issues pop up when I try to put in a roll query in the Skill Bonus Macro (for Inspiration) with "Enable Take 10 or 20 options?" set to "Yes"...
chris b. said: Courtney R. said: Long time no type from me! But I come with a request as this is a difficult thing to emulate on the sheet currently. There are several races like Kobold, Oread, Ifrit, etc that have the treat Charisma as two higher for Sorcerer stuff. "Kobold sorcerers with the draconic bloodline or kobold bloodline ( Advanced Race Guide 134) treat their Charisma scores as 2 points higher for all sorcerer spells and class abilities. This racial trait replaces the armor trait." I was wondering if this was possible to incorporate into the sheet? It'd make it so much easier for me. ok, i 'll have to think about what to do, for spells it affects mainly concentration and DC (there is no global per spell-class way to add to DC currently) and for abilities it's the DC and probably frequency (though you have to type in the formula for frequency anyway so that might have to just stay add a 1) so we'd need a per-spellclass +DC field so you don't have to add +1 to every spell's DC. and for each ability, a field to add to DC without adding to spell level. that would replicate the trait, not a one button. the above 2 changes aren't too big. Also for Spells per Day.
1494428893
chris b.
Pro
Sheet Author
API Scripter
oh duh! yeah that is the hard one . i guess the only way is to really have a modifier for the ability score that only affects things on spells page.
1494429530
chris b.
Pro
Sheet Author
API Scripter
James W. said: I'm seeing some weird issues pop up when I try to put in a roll query in the Skill Bonus Macro (for Inspiration) with "Enable Take 10 or 20 options?" set to "Yes"... this should be fixed in beta. For some silly reason I had the custom/investigator dice INSIDE the query for take 10/20, instead of outside (since it just adds, no reason it needs to be inside). Moving it to outside of the query allows you to use a query in that field. In addition I "simplified" it in a way,so the investigator add dice is separate from a purely custom roll. Having to select custom twice was too funky I think it makes more sense now. (but existing sheets won't break, since it just adds the resulting field values together)
1494541277
Magik
Sheet Author
Jason H. said: I'm sorry if you already know this, but still under 1.5, going into "> Set Buffs", creating a buff that affects attack and damage, and then checking the Enabled box does not affect any of the values under the Attacks tab, nor does it affect the buffs summary box over "> Set Buffs". Use the pop-out button for your character sheet to have it in its own window then go to the Abilities & Attributes tab. Since you are in a separate window, you can use CTRL-F to search the attributes. Search for "buff_" and delete those that end in "-total". When done, go back to your sheet and hit the recalc button.
Hi all, I apologize if this has been answered elsewhere, but after searching this thread and others I wasn't able to find the solution to my issue. My character is currently running around equipped with armor and a shield, but just picked up an Amulet of Natural Armor +1. I know how to make the item appear in my neck slot, but I cannot figure out how to make it give me the +1 bonus to AC without making it either my armor or shield. I like to automate things, so I'd rather not just make a special buff for it or make it a unique modifier somewhere else. Please help!
1494796672
vÍnce
Pro
Sheet Author
We currently do not have types of AC in buffs(this may happen in a future update...), but Creating a buff for Amulet of Natural Armor +1 with a  +1 AC is probably not a bad idea.  You can also use the Natural column on the Defenses page|Defense Values to add a bonus for Natural armor.
1494798243
chris b.
Pro
Sheet Author
API Scripter
I was just working on it actually, won't be ready for this week, but soon. until then as vince said use the natural column in the armor grid on the Defenses tab.
I seem to have a issue with the insanity scores from the new update. The threshold works properly and the score seems to calculate but it displays a = amount of sanity damage in the expanded boxes making the effective sanity score 0 what am I doing wrong or is this just a bug? All I have done so far is enable the fields in the settings tab and select the correct mental stat for threshold.
1494808954
vÍnce
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Sheet Author
Chris may chime in..., but I believe there's a bug in the production code that's fixed in beta.  We missed the deadline for last weeks update...  The fix should be pushed with this weeks update however.  
1494816185
chris b.
Pro
Sheet Author
API Scripter
Yes the sanity damage score is wrong, and the roll printout is messed up. But the beta should be working and it will come out in a few days. You can check it at the beta campaign (link at top of sheet), try setting it on a character and make sure it works.
1494821474

Edited 1494893995
chris b.
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API Scripter
Build 1.52 submitted! <a href="https://github.com/Roll20/roll20-character-sheets/pull/2623" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/pull/2623</a> API Companion beta availalable! Try beta version with a copy of your campaign: <a href="https://github.com/Roll20-Pathfinder-Character-Sheet/Companion-Script" rel="nofollow">https://github.com/Roll20-Pathfinder-Character-Sheet/Companion-Script</a> Two weapon fighting:&nbsp; Offhand STR mod damage multiplier and offhand number of attacks fixed, now allow more user choices hide fields users cannot modify and extra damage field on dual wield row available for rake/rend New Buffs: cmb attack bonus (separate from melee), ranged damage bonus, Armor bonus, Shield bonus, Natural Armor bonus, flat-footed only bonus, Size bonus, Speed bonus, Initiative bonus. Create attack from equipment fixed - does not create empty attack Drag and drop equipment fixed More macro fields exposed for customization Show more fields checkboxes added locally (not only one global field so easier to find for users) you may need to re-check a "show more fields" checkbox to see "misc" fields you are using, but at least these will be close to the actual fields that get displayed. Fix when delete all buffs, buff totals deleted too. Fix to sanity damage field for horror adventures, and sanity score in saving throw thanks to Scott C. for all the work on the API companion, and Vince for testing it, and making my updates pretty&nbsp;
1494823162

Edited 1494823382
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Happy to do it, it's been an interesting journey :) With regards to the beta API code. There are some known issues: Applying buffs/conditions: the buff or condition is activated, but we are still working on getting a given effect to fully propagate throughout the sheet Statblock parsing:&nbsp; DO NOT attempt to parse Lucifer, Prince of Darkness from pfsrd. He is just too large, and will almost certainly crash your script environment by triggering an infinite loop error. While the script supports importing of multiple statblocks with a single command, limit how many creatures you import at a given time as the time it takes to import increases non-linearly (especially if they cast spells). I would recommend waiting to install the script until I upload the next version of the beta as some of the syntax for how resource tracking is handled will be changed.
Can we get either a link to a thread/wiki where the API Companion Script is described in what it does exactly, or a description of the API Companion Script itself here? I ask, because I have never used API before and am curious.
1494858757
chris b.
Pro
Sheet Author
API Scripter
I just added a small readme.md to the repo. but Scott can fill it out more, since I have not tested it much yet. All i really know is to type !pfc --help and it will popup some things you can do. I know it will create ability macros on the token so you can have token macros when it is selected. And it will parse statblocks from PRD/SRD pasted into the GM Notes (just like if you used CreatureGen in the past , but compatible with our sheet)
1494859105
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Sure, once the script is released, there will be an independent thread for it, but until then here's a screencap of the feature list progress: And the current help menu document: Companion API Script vPrototype 0.083 Current macro setup, auto attribute handling and command syntax: Automatic Attribute Handling HP & Temp HP: If this option is enabled in the config menu health deducted from a character's HP will be deducted from their temp hp first before being applied to their HP. Note this will not work with API applied HP changes (other than those caused by this script). Macro Setup Weapons: Weapons can be setup to track ammo usage (according to # of attacks used, including usage of manyshot), other item usage, spell usage, ability usage, and custom attribute usage. Ammo Tracking: Setting the ammo field of a weapon to anything besides 1 tells the script that that weapon uses ammo. The script willgenerate the following field in the macro text of the weapon: ||ammo=?{Name of Ammunition Item}|| . After the first time you answer this query, it will be replaced with your response.You can also manually put a different query in here to be prompted for what ammunition to use with each attack routine. Spell or Ability Tracking: If a weapon is linked to a spell or ability (that has uses), an additional roll template field will be added to the macro that will display a button to outputthe spell card as well as buttons to increment, decrement, or custom adjust the number of spells used. Spells: A field similar to that for weapons linked to a spell will be added to all spells. Abilities: A field similar to that for weapons linked to an ability will be added to all abilities that have uses. custom attribute: Entering %%What you named the custom attribute%% into the description field (notes field for weapons) will cause the script to put a field similar to the spell or ability to allow you to adjust the quantity of it. This will only be created for those custom attributes that have a current/max comparison. This can also be used to add fields for spells,abilities, or items without having to directly edit the macro text. Command syntax Item tracking: !pfc --resource,item=Item Name,current=max OR +/-X OR X,max=+/-X OR X|characterid|characterid|... Ability tracking: !pfc --resource,ability=Ability Name,current=max OR +/-X OR X|characterid|characterid|... Spell tracking: !pfc --resource,spell=Spell Name,current=max OR +/-X OR X|characterid|characterid|... Custom Attribute tracking: !pfc --resource,note=Custom Attribute Name,current=max OR +/-X OR X|characterid|characterid|... Whisper Adjusting: !pfc --whisper,npc=public/private/swap,pc=public/private/swap,stats=public/private/swap|characerid|characterid|... Access the Config Menu: !pfc --config Apply/Remove Buffs Conditions: !pfc --apply,condition=all or part of a condtion name,buff=all or part of a buff name that has already been setup on the character,remove/swap|characterid|characterid|... Import Statblock: !pfc --parse|characterid|characterid|characterid| OR !pfc --parse|{{statblock NEWCREATURE statblock NEW CREATURE ...}} Copy your statblock (pure text only - copy into a text editor first to clean off formatting) into the gmnotes of a fresh character or directly via chat, and then run the command. I have only tested the parser on pfsrd statblocks (and not many of those) so far, and hope to overcome the issues preventing multiple statblocks from being imported at once, as well as hopefully eventually allowing statblocks to be imported from chat. If you've got questions about how something works, let me know.
1494859410
vÍnce
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Sheet Author
Also, I disabled pfc in the beta game until we do some more testing. &nbsp;Hopefully we'll have that up later this week.
1494894565
chris b.
Pro
Sheet Author
API Scripter
we had time to add in some of the new buffs we are working on.&nbsp; CMB, Ranged damage, Speed, Initiative, Size, Armor, Shield, Natural Armor, Flat footed only (ac & cmd) bonuses available. note the current buffs work the same, so damage buff works on all damage. melee attack works on both melee and cmb, AC bonus works on regular AC, Flat footed, and CMD. I did not want to break people's current buffs, or write a complicated script to guess what was going on. when we add bonus types and stacking we will address how they combine,&nbsp;
Hello all! It's my very first time here in Roll20's forums.. first of all Thank you so much for your work on Pathfinder Sheet, it's awesome!! I'm starting a campaign with my friends and i created their character sheets v 1.50 . I just noticed that the new live version is 1.52.. is it possible to update the sheets at this stage? how can i do this? I searched in the previous posts but did not find anything clear enough. I hope i'm in the right place for asking, if not please forgive me :) Thank you again!
1494939777
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
The sheet is updated automatically, and each individual sheet in your campaign will update when you open it.
1495005231
Mike W.
Pro
Sheet Author
It appears that the message&nbsp; "Skill is untrained" is not appearing with the Skill die roll from the sheet when the&nbsp; Enforce Requires Training? :pption is checked.and the skill rewuired trainign yet doe snot have any skill ranks.
1495007423

Edited 1495007472
vÍnce
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Mike W. said: It appears that the message&nbsp; "Skill is untrained" is not appearing with the Skill die roll from the sheet when the&nbsp; Enforce Requires Training? :pption is checked.and the skill rewuired trainign yet doe snot have any skill ranks. Check to see if the column RT(requires training) has been marked for the skills that require training. &nbsp;You may need to use the "Show More fields" options found just before the Skills section header to see the RT column.
1495008643
Mike W.
Pro
Sheet Author
Yes all of that is checked. I figure out hwo to make it work, I had to Uncheck the RT box then recheck it. Now it reports it correctly.
Scott C. said: The sheet is updated automatically, and each individual sheet in your campaign will update when you open it. Hi Scott, thank you for your answer.. i still have v 1.50 sheets, maybe the update is not live yet?&nbsp; I tried to check "Update all sheets to latest version" in settings, but nothing seems to change.. am i doing something wrong? Thank you so much
1495029101
chris b.
Pro
Sheet Author
API Scripter
The new versions usually go live sometime Wednesday.&nbsp; We submit new versions during the week, Roll20 grabs them Monday evenings then updates their systems. On Wednesday morning or afternoon they make the changes live.
1495046416

Edited 1495046538
New sheet broke skills. We're in a game right now and rolling skills shows the bonus but includes no d20 roll. It's everyone in our game. Something about this update broke the sheets. Edit: version 1.52 is the update I'm referring to. In related news. I'm really not enjoying seeing an update every time I load in for a game. Can you guys chill a bit?
1495048684

Edited 1495049401
vÍnce
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Sheet Author
Try toggling the "take 10/20" from skill options. &nbsp; (we fixed a weird bug with skill option queries and must have introduced this one by accident... We''ll get it squared way.) &nbsp;Thanks In related news. I'm really not enjoying seeing an update every time I load in for a game. Can you guys chill a bit? If you only saw the backlog of user requests/suggestions... &nbsp; Apologies if this disrupts your sessions. &nbsp;We normally included info about upcoming changes in the sheet's announcements and everyone is welcome to test the latest changes in the beta campaign.
I agree with the pace of updates being a bit too fast. Maybe bundle features and update more rarely?
1495052204

Edited 1495052273
chris b.
Pro
Sheet Author
API Scripter
Try toggling the dropdown for "take 10/20" to something then back. i think.. since we changed it, we did not reset current values. so like everything it requires a toggle. we will put the 'reset' in the next build.
Another thing is the Custom Spells Per Day column on the table has vanished with no way of toggling it back it seems. It's how I've been managing the bonus charisma for spells and class features
1495052361

Edited 1495052391
chris b.
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API Scripter
Courtney there should be a "show more fields" just above the spells per day table, it might only appear in "expanded" mode, but should appear in both. (it should also appear in all 3 caster sections, but .. if it doesn't it is in the first for sure, i will make sure it's there) I moved some of those to the local areas because no one could find it in the settings page. and this way people could turn on extra fields only for sections they care about.
1495052523

Edited 1495052577
vÍnce
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Courtney R. said: Another thing is the Custom Spells Per Day column on the table has vanished with no way of toggling it back it seems. It's how I've been managing the bonus charisma for spells and class features Make sure to enable "Show more fields". &nbsp;We have started including this as an option in various sections of the sheet instead of a single toggle from settings. What Chris said. &nbsp;;-)
chris b. said: Courtney there should be a "show more fields" just above the spells per day table, it might only appear in "expanded" mode, but should appear in both. (it should also appear in all 3 caster sections, but .. if it doesn't it is in the first for sure, i will make sure it's there) I moved some of those to the local areas because no one could find it in the settings page. and this way people could turn on extra fields only for sections they care about. Aha! Thank you, though have to say was a bit weird. Also the toggle for take ten does fix the issue with skills!