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[SF] Starfinder HUD - Thread 1

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<a href="http://www.starjammersrd.com/equipment/armor/" rel="nofollow">http://www.starjammersrd.com/equipment/armor/</a> <a href="http://www.starjammersrd.com/equipment/weapons/" rel="nofollow">http://www.starjammersrd.com/equipment/weapons/</a> from the same people that put up <a href="https://www.d20pfsrd.com/" rel="nofollow">https://www.d20pfsrd.com/</a> , so I imagine it's fine.&nbsp;&nbsp;
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I think Jon is right in regards to equipment and armor but I'll crack open the CRB when I get home and take a look at the OGL. Anything listed under the PI is not covered under the OGL, so I think the Starfinder logo falls under the purview of the PI, so the logo almost certainly needs to be removed from the sheet. Then again, I'm not a lawyer so take this with a grain of salt. The d20 folks also had to change the name of their srd to "Starjammer SRD".&nbsp; edit: for accurate answers on this matter, contact <a href="mailto:licensing@paizo.com" rel="nofollow">licensing@paizo.com</a>
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Scott C.
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Yes, I am discussing it with Wing-it (and my reading of the OGL is that items and spells are open game license), but the initial release at least won't include the item compendium while we get this sorted out.as
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Yep, the only exceptions to OGL stuff I've seen to the weapons/armor/spells/etc... has been those that have as part of their name a setting specific name like "Sarenrae" or "Damoritosh"&nbsp; &nbsp;etc.... Branding also might be a problem, although if I remember, their community package allows non-profit use. See this: <a href="http://paizo.com/paizo/about/communityuse" rel="nofollow">http://paizo.com/paizo/about/communityuse</a> To use Paizo Material under this Policy you must include the following notice in plainly legible and accessible form in each product or on each website that uses any Paizo Material: "This [website, character sheet, or whatever it is] uses trademarks and/or copyrights owned by Paizo Inc., which are used under Paizo's Community Use Policy. We are expressly prohibited from charging you to use or access this content. This [website, character sheet, or whatever it is] is not published, endorsed, or specifically approved by Paizo Inc. For more information about Paizo's Community Use Policy, please visit paizo.com/communityuse . For more information about Paizo Inc. and Paizo products, please visit paizo.com ."
I'm tired, so making sure I understand. The Paizo concerns mean it didn't make it this week for non-Pro users? That sucks, but what can you do?
You are correct!
Nathan K. said: Scott, I've been trying out the Statblock Import feature for NPC's, I figured out how to get to import, but when I roll an attack I get the error "Unable to find a player or character with name: gm{{name=Veolisk}}" Veolisk being the name of the character. Just wanted to bump this comment, I haven't been able to find a solution for this.
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Edited 1518800385
Scott C.
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Sorry for the delay Nathan, I completely missed that post. Can you roll the attack and then press the up arrow key in chat? Paste the macro contents here. EDIT: Also, can you post (or PM me) the statblock as you have it in the import textarea?
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Scott C.
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Ok, Nathan's issue has been resolved. It was a problem with the contents of the whisper_state attribute. Fix pushed to both starfinder HUD and Roll20 repos. Also, the statblock importer will now ignore the tactics section (so you don't have to cut it before importing). I'll work on getting the import itself automated in the next dev cycle. And from the legal end of things, the Paizo community use disclaimer has been added to the bottom of the sheet. EDIT: Also, an update on when the sheet will be publicly available (AKA not just for pro users). The sheet has been accepted to the repo, however the approved.yaml (the file that tells the game settings page what sheets are accessible in the drop down) won't be updated till next week. So, the sheet is in the repo, and will be available soon.
Great news!&nbsp; I hope the links to the community use stuff was useful for you!
1518843259
Scott C.
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It was, There are a few things I need to fix (like the sheet logo) to be fully legal, but they will be fixed prior to tuesday.
1518849710

Edited 1518850125
Scott C.
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Update pushed to the sheet repo as well as the roll20 repo. This update changes several things that were breaking the open gaming, compatibility, and community use licenses. The old starfinder compatible and hud logo image has been removed from the starfinder repo as it broke the starfinder compatibility license (and the sheet should be under OGL/community use anyways). The PC Core sheet will now scale with your sheet window as you expand it. EDIT: This update also marks the return of the item compendium (note that some items have been removed or renamed to be in line with OGL). From my conversations with Roll20, and their's with Paizo, I believe that the item compendium will be allowed.
Yay! And if that NPC importer works properly, it won't be a pain to rebuild! Nice. Can't wait for this to go live.
@Scott Weird thing I just noticed in the sheet.&nbsp; ACP when in an armor's mod field, you put -X to acp to cause the sheet to subtract ACP from the checks for Acrobatics and Athletics. If I have something like the Vesk's Racial ability "Armor Savant"&nbsp; and ACP is decreased by 1.&nbsp; If I put in the ability's mods to +1 to acp I get inconsistent results. Take this example: I have a vesk soldier level 1.&nbsp; He is wearing "Hidden Soldier armor" with a 2 ACP.&nbsp; He has 1 rank in acrobatics, and 0 ranks in athletics, which are both class skills. Dex = 16 (3) Str = 12 (1) before ACP: Athletics: 1 Acrobatics: 7 After ACP Atheletics: -1 Acrobatics: 5 Everything is okay so far. But when I put a +1 to ACP in the "Armor Savant" ability's mods,&nbsp; the numbers go&nbsp; Acrobatics: 8 Athletics: 2 If I put -1 to ACP in "Armor Savant" the expected reduction in penalty occurs: Acrobatics: 6 Athletics: 0 Does the sheet make the assumption that ACP acts differently for armor/abilities somewhere?&nbsp;&nbsp;
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Scott C.
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Hmm, I'll have to think about how to handle that with the current code. At the moment, I would suggest simply manually reducing the acp check of your armor. It also looks like the acp calculation is not correctly taking the worst ACP. The reason you see your expected behavior in your last example is that it is setting your acp to -1, not reducing it by 1. You'd wind up with the same acp if your armor's acp was -3 or -7 with that syntax for armor savant. I'll get the fix for the acp calculation out quickly. The proper handling for armor savant and similar abilities may be a bit longer. Thanks for the report.
I had a feeling that is what it was doing. Thanks for working on it!
1518890388
Scott C.
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Hmm, ok, it's weirder than that, for some reason, the mods field in abilities is being given preference over the equipment mod. This may be a little longer than I thought.
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Edited 1518892848
Scott C.
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Ok, issue has been fixed. Thanks for catching that Jon. Update pushed to starfinder HUD and roll20 repos
So to accurately portray ACP now, do you alter the gear negative value, and use a positive value it abilities?
1518901143
Scott C.
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acp will take the lowest acp value between all buff fields, so manipulate the acp value in your armor.
Thanks for the clarification!&nbsp;
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I've noticed some errors I've noticed in the "CRB Equipment" where select an entry, but it does not populate.&nbsp; I will update this list as I find them: Knife - Survival Smoke Grenade
1518963793
Scott C.
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Thanks Jon, I found the survival knife (and several others) yesterday. Pushed the update late last night (just hadn't gotten to posting here.
Okay if I find any others I'll continue to post.
One of my players mentioned this, that he found it confusing with the greyed out example text at first, thinking that it was automatically applying that text. For example the greyed out text in abilities that says it costs 1 resolve point.&nbsp; Would it be possible that example text be prefaced with "EX:" or ""Example:" ?&nbsp;&nbsp; Not a huge top priority, but something to keep in mind :)
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Scott C.
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Thanks for the suggestion Jon. I'll look into that.
Hi, Scott! I've been very hyped with your work for some time now and as your character sheet has become beta i've decided to test it for my starfinder campagne. I like very much what you've done, especially the clear design and the way you let users define mods. Unfortunately, I experienced some serious performance issues as well as a friend of mine. Is this a known issue, did I did something wrong, does it come from my browser? I use firefox (up to date I think), windows 7 and i have an intel I5-+something. Thanks in advance for your reply.
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Scott C.
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The latest version of Firefox changed how the browser does autocomplete for things like addresses. This new feature causes the virtual tabletop to freeze when you first click on an input. This can be resolved by disabling auto fill in your settings. I have noticed however that chrome does perform better than Firefox lately.
Thanks I will try this.
Hey Scott, I am trying to figure out how to use weapon specialization. I see it included in the damage rolls as&nbsp; a 0, but I am not sure how to add that as a Mod or if I am missing something in the attacks section.
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Scott C.
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In each attack, there is a drop down that defaults to "proficient". Select specialized there. The sheet will handle the rest.
1519170219
Scott C.
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The Starfinder HUD is officially live as an option for your game's sheet under game settings! See you all out in the Drift Starfinders.
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Okay, playing my way through this semi blind, couple of questions. 1.For abilities, I see base, penalty, and drain. Is there a way to parse it out more, like separate entries for race and class? Same question for abilities. 2. For BAB in class tab, I see 1/2, 3/4, and 1. I'm assuming they relate to Poor, Fair, and Good? 3. If I select either backpack from the Compendium dropdown, do I need to do anything else, or will it give the appropriate bonus? Still parsing through it, so I can give a "blind idiot" run-through(lol) so if my dumb arse sees anything else, I'll ask here. Cheers! Edit:4: I was doing the Armor Savant ability, I parsed the +1 AC correct, but I'm unable to parse the -1 to ACP properly, do I need to add that as "-1 to ACP" or "+1 to ACP". Again, cheers!
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Edited 1519186467
Scott C.
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Hi Matthew, thanks for giving the sheet a shot. To answer your questions in order: Base is your score unaffected by any enhancements (so, your point buy investment + racial + theme + level up bonuses). Starfinder classes have 2 possible base attack progressions. 1 (or full BAB) is your soldiers and solarians which have bab equal to their class level. 3/4's is the rest of the starfinder CRB classes which have a bab equal to 3/4's of their level (BAB starts at 0 at level 1, caps at 15 at level 20). The 1/2 BAB is for anyone who wants to convert a pathfinder wizard or sorceror to Starfinder (BAB starts at 0 at level 1, caps at 10 at level 20). Related, but on a different scale are the save progressions. Saves come in two progressions; poor and good. Poor saves are saves that start at a +0 bonus at level 1 from your class. Good saves start at +2. It looks like I forgot to put the mods in for the backpacks. You can handle this manually until the next update by typing: Consumer +1 to overburden bulk Industrial +1 to encumber bulk +2 to overburden bulk For your edit: The reduction in ACP penalty is not currently handleable with the mods system. Handle this by just adjusting the acp mod line of your equipped armor. I'll be putting some tutorial videos up in the next few days as well. -Scott
Thanks much! I think I found another small thing. I put in the Ace Pilot theme in the Abilities section, and entered "+1 to Piloting." I see on the sheet that the number shows blue with a up arrow next to it, but it's not actually factoring into the roll itself(the numbers shown in the roll add up correctly without that.) Am I doing that wrong, or is the sheet not capable of handling that right now?
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Hi, dumb question but is there a way to handle negatives levels or do i have to do it manually via mods or something? I also have the same problem as Matthew, bonuses appears on skills but not in rolls.
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Scott C.
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Negative levels would be handled by an entry in the buffs (ironic I know) section (ability checks are not currently handled, I'll look into that): -1 to saves and attack and skills and caster level and EAC and kac -5 to hp Max and so max
1519215909
Scott C.
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Matthew B. said: Thanks much! I think I found another small thing. I put in the Ace Pilot theme in the Abilities section, and entered "+1 to Piloting." I see on the sheet that the number shows blue with a up arrow next to it, but it's not actually factoring into the roll itself(the numbers shown in the roll add up correctly without that.) Am I doing that wrong, or is the sheet not capable of handling that right now? Hmm, I'll take a look later today. It sounds like you're doing it correctly. Not sure what is going on.
Maybe it's just me, but this sheet is painfully slow to load. It's constantly trying to calculate something when I switch tabs and I have to wait a few seconds to try and roll ANY skills. I'm running this in Firefox on the latest Surface Book, so I have a feeling it's not something on my end.
Hi, panavormonk i had the same issue and it appears the sheet is slow with the lastest versions of firefox (see scotts response to my request in the same page). Using chrome seems to solve this issue.
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Edited 1519222929
Scott C.
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panavormonk said: Maybe it's just me, but this sheet is painfully slow to load. It's constantly trying to calculate something when I switch tabs and I have to wait a few seconds to try and roll ANY skills. I'm running this in Firefox on the latest Surface Book, so I have a feeling it's not something on my end. Hi panavormonk, The most recent Firefox update does not play well with Roll20. It functions better if you turn off auto fill addresses, but it will still be slower than chrome. I'm investigating fixes, but I don't have an ETA on them yet. Heh,didn't notice Tim beat me to the punch by a good hour.
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Edited 1519229794
Scott C.
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Ok, the piloting buff issue that Matthew reported is actually happening with all skills buffs to all attributes. I'm getting this fixed and it will function properly at next release. EDIT: The issue has been fixed, and will be working next week. I apologize for the inconvenience caused by this. EDIT2: I won't be pushing the updated code to the starfinder repo for a while. Pro users who are still using the sheet as a custom sheet (and are using v0.041518887161) can change line 13086 from this: if(_.contains((attributes.stackable_buffs.toLowerCase()+',untyped').split(/\s*(?:,|\n+)\s*/),t.toLowerCase())&&tObj.misc.length&gt;1){ to this: if(_.contains((attributes.stackable_buffs.toLowerCase()+',untyped').split(/\s*(?:,|\n+)\s*/),t.toLowerCase())&&tObj.misc.length&gt; 0 ){
Scott, I just made the update to the HTML line you listed above. My rolls are still not including manually added bonuses from abilities, but are showing the increased value in the skills section.
1519232842
Scott C.
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Chris, have you changed a value on the sheet to initiate a recalc? The problem was with the javascript that sets the _misc attribute for a given roll, and the fix won't occur until you make a change (enable/disable a buff, change a skill rank, change an ability score, etc)
That works. Thanks!
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Edited 1519245324
Scott C.
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Wing it was nice enough to pull the fix for the buffs today as a special merge. The fix should be live on the site in an hour or two. I also incorporated the backpack mod values in this fix. No version number fix.
1519253008
Scott C.
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The fix has gone live. Buffs should now be working for everyone. In order for the fix to take effect, you must cause a recalc on the sheet by toggling an ability or buff on/off, or changing almost any attribute within the core sheet.
Yay, I helped the sheet get better! Whoo! Thank you for all the hard work you're doing in making and updating this sheet. Love it!
This may have been answered already, but are there any plans to add common debuffs/conditions to the sheet?