
Happy to see that things are coming together so well!
Scott C. said:
4 max dex to armor should enforce a max dexterity of 4
Emphasis on should as +4 armor to eac should still work as well, but I can confirm it is not
Scott C. said:
Thanks Jon, I'll get that fixed up.
The following bugs have been fixed:
Nice work.The sheet adds full or half level based on what category the weapon is. If you put operative or small arms in the category field, it will calculate correctly.
But seems that Weapons Specialization not working correctly. It is adding my level, not half of it.
Also, how to add Trick Attack to roll automatically with regular attack?Hmm, I'll have to think about the best way to implement trick attack. At the moment, I would simply make it an ability and put the following in the ability's description:
I mean, you're pressing attack button and then 'macro' rolls regular attack and below automatically rolls Stealth with +4 bonus (or whatever) and rolls damage? And DM could see this Stealth (or whatever) roll and will or will not apply additional damage.
Is it possible somehow in Attacks area for some attack macro add some link to Trick Attack that described in Abilities area?
Also, could character sheet add +x to Bulk from Backpacks? I cannot see any changes when I wrote +2 to Bulk and Mods of Equipment.The bulk buffing uses the following syntax:
And one more question :)Hmm, yep, looks like I broke this somehow. I'll get that fixed.
How to add Racial abilities to be correctly shown in Abilities Menu? At the moment if in Source typing Race or Racial or Elf or whatever this ability in Menu Abilities in Chat shown as Feats.
Also need to remember for max skills add operative's feature from specialization that giving automatically ranks in two skills every level
Ideas for improvement.Yep, it's an improvement that is on the horizon, just been down the list from more function focused features. Hadn't thought of making it a buffable field though, thanks for the suggestion.
Could be added somewhere in Skills count of used and max skills? Because when character has more than 10 skills per level it is tricky to level up correctly when adding ranks during a couple days or after a week of delay.
Keith T. said:
Ok so I'm new at this. How do I add this sheet to my game? I assume I choose the custom sheet under settings for setting up the game I downloaded the zip file. Do I grab all that and just paste it in there? Some step by step instructions would be good for new users.
reMamai said:I've got the skill notes fixed in the next build, hadn't noticed that the saves weren't showing their notes though. Thanks for the report.
Great work!
Already using it in our game, so after first session have some points:
- Skill and Save notes doesn't appear on roll check
- Is there any method to add roll to modificators in abilities? or just in skill checks (Envoy Expertise add 1d6 for example)You can handle most mods via the mods fields of the buffs, abilities, or items (they all work the same way). To add envoy expertise die simply put this in the mods field of your expertise ability (and make sure the ability is set to constant, or is enabled if it is an at will or x/day ability):
- Any way to add bonus to specific weapon category? (Weapon Focus)The buff parsing can't currently handle categories, it's something I'm working on.
- Class skill checkbox sometimes doesn't add +3 bonus on skill with 1+ ranksHmm, Any more details on when this occurs? Is it specific skills? Does it fix itself if you change the rank amount?
And we are waiting for Ship sheet =)Heh, yep, It's on the horizon, but will probably be the final section of the sheet to be completed.
It was the first thing i tried =) But it seems that it doesn't work. Meanwile i think i found reason - Attribute {sense_motivemisc} - correctly parsed and value is '+1d6', but skill macro doesn't add this attribute.Scott C. said:
You can handle most mods via the mods fields of the buffs, abilities, or items (they all work the same way). To add envoy expertise die simply put this in the mods field of your expertise ability (and make sure the ability is set to constant, or is enabled if it is an at will or x/day ability):
+1d6 insight to sense motive
Thanks for the reports, I'll get those fixed in the next update.David H. said:
I just started using this sheet in my game. I have a few suggestions and have a ran across a few bugs. Otherwise I really like this sheet.
Bugs
- Under the settings you have a text field for half specilization weapons. Operative and Small Arms work but Small Arm still does full.
- The not carrying option for items still adds the bulk.
- The problem posted above with the buff section is also happening for me.
SuggestionsApparently I forgot to put this in the help doc, sorry about that. This is handled via the mods field (item, ability, or buff):
- A way to set the max dex bonus in relation to armor. Maybe I missed this but I couldn't figure it out.
The DCs should already be updating based on your class/character level (depending on what you put in the source field). If they aren't I'll need to fix that.
- An option for spell and ability save DCs to adjust with character level. Example being a Dragonkin's breath weapon being DC = 10 + half level + constitution modifier. I'm currently handling it by adjusting the macro.
- An option to adjust all spell DCs. Example being the feat Spell Focus. I tried to setup a mod for them but I only managed to increase the DC for abilities. Currently I'm editing the macro for spells.
- List special properties for a weapon in the chat output.
- Include a spell resistance option for spells. Currently I'm adding it in the description.
- Allow range to be calculated. Lots of spells say close (25 ft. + 5 ft./2 levels.
- A spot to put a spell's school. The source entry works but is maybe misleading.
- A caster level check under the spells section. It is 1d20 + caster level + any modifiers.
- A spot for UPBs similar to credits. Currently just adding them as an item. Not super necessary but an idea.
- Ammo/charge counter for weapons
so how do i get access to this sweet sheet? the basic one on on roll 20 is pretty bad and the guy keeps updating it and breaking crap...The sheet is currently only available as a custom sheet for games with creators that are Pro subscribers. See the link in the last change log post for the html, css, and translation.json files you will need to copy into your game's custom sheet fields under game settings. As for the other sheet breaking, keep in mind this one is still in Alpha (hence why it's not available from the sheet drop-down), so things may (and probably will) break as development continues (see the bug reports in the replies above for proof of this).
I can't replicate this issue.David H. said:
I just started using this sheet in my game. I have a few suggestions and have a ran across a few bugs. Otherwise I really like this sheet.
Bugs
- Under the settings you have a text field for half specilization weapons. Operative and Small Arms work but Small Arm still does full.
Thanks for the range info. I'm fairly new to how roll20 does things for fields so I had only tried doing 25+5*floor(@{character_level}/2) without the brackets. For some context on the DC issue, I have the breath weapon setup as this. The character is level 3 with a constitution mod of 2.Scott C. said:
The DCs should already be updating based on your class/character level (depending on what you put in the source field). If they aren't I'll need to fix that.
- An option for spell and ability save DCs to adjust with character level. Example being a Dragonkin's breath weapon being DC = 10 + half level + constitution modifier. I'm currently handling it by adjusting the macro.
EDIT: For the range suggestion, that field is text, you can simply put [[25+5*floor(@{character_level}/2)]] ft in the field and it will output correctly in the macro.