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TORG Eternity custom sheet help

1580422756

Edited 1580428072
Sheet:&nbsp;&nbsp; <a href="https://pastebin.com/uhsrXTgn" rel="nofollow">https://pastebin.com/uhsrXTgn</a> CSS:&nbsp; <a href="https://pastebin.com/PZza8Far" rel="nofollow">https://pastebin.com/PZza8Far</a> This sheet has radio buttons that add or subtract to certain attributes/skills depending on whats checked, i.e. "Stymied: -2" or "Very Stymied: -4" etc. The problem I see is that this is performed in the background and not represented on the output.&nbsp; So what looks like it should be a success might actually say "Failure" because of the -2 or -4 (or whatever the modifier is at that moment).&nbsp; I was wondering if its possible to have this reflected on the output. So that this next example would become something similar to the one after. Charisma Test Skill:&nbsp; 8 &nbsp;vs. 10 difficulty Bonus:&nbsp;2 &nbsp;(Roll Total&nbsp; 15 ) Result:&nbsp; Failure Charisma Test Skill:&nbsp; 8 &nbsp;vs. 10 difficulty Bonus:&nbsp;2 &nbsp;(Roll Total&nbsp; 15 ) Result:&nbsp; Failure (Stymied -2) Along with that, when you take a wound, you subtract 1 from your actions, up to -3.&nbsp; This&nbsp;is also behind the scenes so not always clear why an action is a failure. Could this also be represented in output? Such as: Charisma Test Skill:&nbsp; 8 &nbsp;vs. 10 difficulty Bonus: 4 &nbsp;(Roll Total&nbsp; 17 ) Result:&nbsp; Failure (Stymied -2, Wounded -2) There are more options than just these that I would like to see represented on the output, as can be seen in the area near the top of the sheet right by Stymied and Vulnerable options. Was also wondering if a status could appear on a token due to something being checked on the char sheet. SO for instance, when checking Stymied, the status symbol for Stymied (like broken back or something) would appear on the selected token. Also, I would like to see if a drop down menu could be added to the Home Cosm field that would populate the Magic, Social, Spiritual and Tech fields depending on the chosen cosm. There are only a few Home Cosms so this wouldn't&nbsp;be a huge addition. I can imagine this to be confusing so I would love the chance to talk to somebody about the changes.
1580432512
GiGs
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Sheet Author
API Scripter
Most of the features you describe here sound like they could - and maybe even should - be added to the roll20 sheet. You may not need a custom sheet. If the person maintaining the sheet is still active, maybe they can be contacted and might be interested. One feature isnt possible as part of a sheet: Was also wondering if a status could appear on a token due to something being checked on the char sheet. SO for instance, when checking Stymied, the status symbol for Stymied (like broken back or something) would appear on the selected token. Character sheet code doesnt know about tokens and cant alter them. But this can be done with an API script.
1580508392
GiGs
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API Scripter
Here are a couple of tweaks to suppress some errors you get when you have a new character and try to roll dice: Change this on line 144 &lt;input type="radio" value="0" name="attr_wnd" /&gt; to this &lt;input type="radio" value="0" name="attr_wnd" checked/&gt; This will set the 0 wound box as a default value, so it is checked by default. Change lines 77-79 to this (same thing: adding checked to the first item on each line). &lt;tr&gt;&lt;td class="col1"&gt; Stymie: Not Stymied &lt;input type="radio" value="0" name="attr_Sty" checked/&gt;&nbsp; &nbsp;-- Stymied &lt;input type="radio" value="2" name="attr_Sty"/&gt;&nbsp; -- Very Stymied &lt;input type="radio" value="4" name="attr_Sty"/&gt;&nbsp; &lt;tr&gt;&lt;td class="col1"&gt; Vulnerable: Not Vulnerable &lt;input type="radio" value="0" name="attr_Vul" checked/&gt;&nbsp; -- Vulnerable &lt;input type="radio" value="2" name="attr_Vul"/&gt;&nbsp; -- Very Vulnerable &lt;input type="radio" value="4" name="attr_Vul"/&gt;&nbsp; &nbsp; &lt;tr&gt;&lt;td class="col1"&gt; Combat Options: None &lt;input type="radio" value="0" name="attr_Aim" checked/&gt;&nbsp; -- Aim/All-Out-Attack/Long Burst (+4)&lt;input type="radio" value="4" name="attr_Aim"/&gt;&nbsp; -- Short Burst (+2)&lt;input type="radio" value="2" name="attr_Aim"/&gt;&nbsp; -- Heavy Burst (+6)&lt;input type="radio" value="6" name="attr_Aim"/&gt;
You are right they should be added! But alas, the person who first made the original is no longer active anywhere. I know someone tried to get this custom sheet approved (or whatever the term is) but was unable to.
1580511671
GiGs
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Okay, to show the various wound modifiers, need to make a change to the rolltemplates in the html, and then a change to the button code for every button in the sheet. This is a lot of work, but I'll show you how to do it. First in line 801, you'll see this &lt;rolltemplate class="sheet-rolltemplate-skill"&gt; &lt;table&gt; &lt;tr&gt;&lt;th&gt;{{name}} Test&lt;/th&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Skill: &lt;/span&gt;{{value}} vs. {{difficulty}} difficulty&lt;/td&gt;&lt;/tr&gt; Immediately after that, add the following: {{#rollGreater() stymied 0}} &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Stymied: &lt;/span&gt;-{{stymied}}&lt;/td&gt;&lt;/tr&gt; {{/rollGreater() stymied 0}} {{#rollGreater() wound 0}} &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Wounded: &lt;/span&gt;-{{wound}}&lt;/td&gt;&lt;/tr&gt; {{/rollGreater() wound 0}} This sets up the skill roll template to show the wounded, stymied, etc. conditions, when they are higher than 0. If at 0, they dont get displayed. Then scroll down to line 1318-32 to find this &lt;rolltemplate class="sheet-rolltemplate-attack"&gt; &lt;table&gt; &lt;tr&gt;&lt;th&gt;Attack with {{name}}&lt;/th&gt;&lt;/tr&gt; &lt;!-- &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Weapon: &lt;/span&gt;{{name}}&lt;/td&gt;&lt;/tr&gt; --&gt; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Range: &lt;/span&gt;{{range}}&lt;/td&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Skill: &lt;/span&gt;{{value}} vs. {{difficulty}} defense&lt;/td&gt;&lt;/tr&gt; And add the this immediately after the skill line there. &nbsp; &nbsp; &nbsp; &nbsp; {{#rollGreater() aim 0}} &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Aim: &lt;/span&gt;+{{aim}}&lt;/td&gt;&lt;/tr&gt; &nbsp; &nbsp; &nbsp; &nbsp; {{/rollGreater() aim 0}} &nbsp; &nbsp; &nbsp; &nbsp; {{#rollGreater() stymied 0}} &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Stymied: &lt;/span&gt;-{{stymied}}&lt;/td&gt;&lt;/tr&gt; &nbsp; &nbsp; &nbsp; &nbsp; {{/rollGreater() stymied 0}} &nbsp; &nbsp; &nbsp; &nbsp; {{#rollGreater() wound 0}} &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Wounded: &lt;/span&gt;-{{wound}}&lt;/td&gt;&lt;/tr&gt; &nbsp; &nbsp; &nbsp; &nbsp; {{/rollGreater() wound 0}}&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; Then scroll down to lines 1736-43, where you'll find&nbsp; &lt;rolltemplate class="sheet-rolltemplate-power"&gt; &lt;table&gt; &lt;tr&gt;&lt;th&gt;{{name}}&lt;/th&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Casting Time: &lt;/span&gt;{{casting}}&lt;/td&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Range: &lt;/span&gt;{{range}}&lt;/td&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Duration: &lt;/span&gt;{{duration}}&lt;/td&gt;&lt;/tr&gt; &lt;tr class="arrow-container"&gt;&lt;td&gt;&lt;div class="arrow-right"&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt; &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Skill: &lt;/span&gt;{{skill}} vs. {{difficulty}} &lt;/td&gt;&lt;/tr&gt; Again add these rollGreater lines immediately after that. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;{{#rollGreater() stymied 0}} &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Stymied: &lt;/span&gt;-{{stymied}}&lt;/td&gt;&lt;/tr&gt; {{/rollGreater() stymied 0}} {{#rollGreater() wound 0}} &lt;tr&gt;&lt;td&gt;&lt;span class="tcat"&gt;Wounded: &lt;/span&gt;-{{wound}}&lt;/td&gt;&lt;/tr&gt; {{/rollGreater() wound 0}} Those changes set up the Skill , Attack , and Power roll templates to display the listed modifiers. But you now need to update the various roll buttons to use them. To illustrate how to do it, go to lines 253-64, where you'll find the dodge entry: &lt;td class="skillsCol1"&gt;Dodge&lt;/td&gt; &lt;td&gt;&lt;input type="number" value="0" name="attr_DodgeAdds" title="Adds" /&gt;&lt;/td&gt; &lt;!-- Skill Training --&gt; &lt;td&gt;&lt;input type="number" value="0" name="attr_DodgeMod" title="Adds" /&gt;&lt;/td&gt; &lt;!-- Skill Training --&gt; &lt;td&gt;&lt;select name="attr_DodgeAtt" class="modtype" title="Skill Modifier"&gt; &lt;option value="@{DEX}"selected&gt;DEX&lt;/option&gt; &lt;option value="@{STR}"&gt;STR&lt;/option&gt; &lt;option value="@{MIN}"&gt;MIN&lt;/option&gt; &lt;option value="@{CHA}"&gt;CHA&lt;/option&gt; &lt;option value="@{SPI}"&gt;SPI&lt;/option&gt; &lt;/select&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_Dodge" value="@{DodgeAtt}+@{DodgeMod}+@{DodgeAdds}" disabled="true" class="skills" /&gt;&lt;/td&gt; &lt;td&gt;&lt;button type="roll" name="dodge_test" value="&amp;{template:skill} {{name=Dodge}} {{wound=[[@{wnd}]]}} {{stymied=[[@{Sty}]]}} {{vulnerable=[[@{Vul}]]}} {{aim=[[@{Aim}]]}} {{value=[[@{Dodge}+0d0]]}} {{difficulty=?{Difficulty|10}}} {{success=[[?{Difficulty}-(@{Dodge}-@{Sty}-@{wnd})+0d0]]}} {{torgroll=[[1d20!10!!20cs10cs&gt;20 @{rolltracker}]]}} @{rollspecial}" /&gt;&lt;/td&gt; The bit you have to change is the last line here, that has&nbsp; button type="roll". It looks like this &lt;button type="roll" name="dodge_test" value="&amp;{template:skill} {{name=Dodge}} {{value=[[@{Dodge}+0d0]]}} {{difficulty=?{Difficulty|10}}} {{success=[[?{Difficulty}-(@{Dodge}-@{Sty}-@{wnd})+0d0]]}} {{torgroll=[[1d20!10!!20cs10cs&gt;20 @{rolltracker}]]}} @{rollspecial}" /&gt; That's really long, but all you have to is, after the {{name section, add this {{wound=[[@{wnd}]]}} {{stymied=[[@{Sty}]]}} so that it now looks like this &lt;button type="roll" name="dodge_test" value="&amp;{template:skill} {{name=Dodge}} {{wound=[[@{wnd}]]}} {{stymied=[[@{Sty}]]}} {{vulnerable=[[@{Vul}]]}} {{aim=[[@{Aim}]]}} {{value=[[@{Dodge}+0d0]]}} {{difficulty=?{Difficulty|10}}} {{success=[[?{Difficulty}-(@{Dodge}-@{Sty}-@{wnd})+0d0]]}} {{torgroll=[[1d20!10!!20cs10cs&gt;20 @{rolltracker}]]}} @{rollspecial}" /&gt; Since the order of entries inside the value="" section doesnt matter, there's a quick way to do this for all buttons at one Do a Find &amp; Replace, as follows: Find:&nbsp; &amp;{template:skill}&nbsp; Replace:&nbsp;&amp;{template:skill} {{wound=[[@{wnd}]]}} {{stymied=[[@{Sty}]]}}&nbsp; Find:&nbsp; &amp;{template:attack}&nbsp; Replace:&nbsp;&amp;{template:attack} {{wound=[[@{wnd}]]}} {{stymied=[[@{Sty}]]}} {{aim=[[@{Aim}]]}}&nbsp; Find:&nbsp; &amp;{template:power}&nbsp; Replace:&nbsp;&amp;{template:power} {{wound=[[@{wnd}]]}} {{stymied=[[@{Sty}]]}}&nbsp; And since I've done that already, here's a pastebin:&nbsp; <a href="https://pastebin.com/sWdBADEW" rel="nofollow">https://pastebin.com/sWdBADEW</a> Here's what it looks like when using a skill roll (not an attack) The stymied, wounded, and aim lines will show up only when they are not 0. Now with all that said, there seems to be an error in the way roll successes are calculated. More in that in the next post.
1580512854
GiGs
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API Scripter
The screenshot in the last pic shows a skill of 8, with -3 situational modifiers, and a bonus of 2, somehow beating a difficulty of 10. The roll template is constructed a bit weirdly, but i figured out where it went wrong. Each of the rolls has a section like this in it {{success=[[?{Difficulty}-(@{CHA}-@{Sty}-@{wnd})+0d0]]}} In the rolltemplate, it compares to the success value to see if you succeed, but the lower the number, the greater the success. This makes sense from the first two terms, with difficulty - the skill or stat. But since sty and wnd are inherently negative modifiers, they should be applied as positive bonuses here. This should be {{success=[[?{Difficulty}-(@{CHA}+@{Sty}+@{wnd})+0d0]]}} In the screenshotted example, using the listed method, it would be success = 10 - 8 - 2 - 1 = -1. In the rolltemplate, you have to check the roll nonus (here +2, for a roll of 15), to check. That gives a success, which is clearly an error. But if you take my suggested change, that becomes success = 10 - 8 + 2 + 1 = 5. In the rolltemplate, a result of 5 is indeed a failure, the result we should be getting. So, the reason you came looking for help with this sheet was because you were confused about whether how you were getting successes or fails. the answer is, the sheet has a calculation error, and was reporting failures and successes where it shouldn't. I've fixed it in the sheet. Here's an almost identical roll to the one before, which shows the proper result: Here's the final fixed version! <a href="https://pastebin.com/g9QcfQa6" rel="nofollow">https://pastebin.com/g9QcfQa6</a>
1580513322
GiGs
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One final point: there is a syntax error in every button in the sheet. They have names like "test_dodge" where they should be "roll_dodge" Properly named buttons can be accessed in macros, and added to the macro quickbar. So I wasnt quite as finished as i thought: here's an updated version <a href="https://pastebin.com/Y5tvyB5C" rel="nofollow">https://pastebin.com/Y5tvyB5C</a> And that's enough of that, lol. Hope this fixes your issues with the sheet.
1580513406
GiGs
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TiaMaster said: Also, I would like to see if a drop down menu could be added to the Home Cosm field that would populate the Magic, Social, Spiritual and Tech fields depending on the chosen cosm. There are only a few Home Cosms so this wouldn't&nbsp;be a huge addition. This could be added, you just need to be able to list the options in the dropdown, and what each number would be.
1580513798
GiGs
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TiaMaster said: You are right they should be added! But alas, the person who first made the original is no longer active anywhere. I know someone tried to get this custom sheet approved (or whatever the term is) but was unable to. I didnt notice your reply while making my earlier coding and replies. roll20 wont accept this sheet in the repository because of the way its built. It uses html tables for layout which is a no-no these days (for entirely arbitrary reasons, I might add). it would need a major redesign to be accepted.
1580592430

Edited 1580592803
Thank you so much GiGs for the work you've done.&nbsp; I noticed upon rolling with a wound modifier that it was coming up Failure when it wasn't a failure, as seen here: Charisma Test Skill:&nbsp; 11 &nbsp;vs. 10 difficulty Wounded:&nbsp; - 1 Bonus:&nbsp; 3 (Roll Total&nbsp; 16 ) Result:&nbsp; Failure Possibility &nbsp; Up Charisma Test Skill:&nbsp; 11 &nbsp;vs. 10 difficulty Wounded:&nbsp; - 2 Bonus:&nbsp; 5 (Roll Total&nbsp;<span class="userscript-inlinerollresult showtip tipsy-n-right" title=" Rolling 1d20!10!!20cs10cs>20 = ( 18 )" style="border: none ; padding: 0px 3px ; font-weight: bold ; cursor: help ; font-size: 1.1em">18 ) Result:&nbsp; Failure Possibility &nbsp; Up So i got rid of the penalties altogether but I am still getting Failure as a matter of course: Taunt Test Skill:&nbsp; 14 &nbsp;vs. 10 difficulty Bonus:&nbsp; 4 (Roll Total&nbsp; 17 ) Result:&nbsp; Failure Possibility &nbsp; Up And here I rolled high enough for an Outstanding Success (10 points over difficulty) but it only registers as a Standard Success. Persuasion Test Skill:&nbsp; 12 &nbsp;vs. 10 difficulty Bonus:&nbsp; 13 (Roll Total&nbsp;<span class="inlinerollresult showtip tipsy-n-right fullcrit" original-title=" Rolling 1d20!10!!20cs10cs>20 = ( 30 + 17 )" style="box-sizing: content-box; border: none; padding: 0px 3px; font-weight: bold; cursor: help; font-size: 1.1em; color: rgb(63, 179, 21);">47 ) Result:&nbsp; Success Possibility &nbsp; Up
1580593860
GiGs
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I'd made a syntax error when cutting and pasting (left an open bracket without a close bracket so the arithmetic wasnt working properly). Here;s a fixed version. <a href="https://pastebin.com/8QLS1ibX" rel="nofollow">https://pastebin.com/8QLS1ibX</a>
1580594731

Edited 1580594874
I'm still getting the errors such as: Reality Test Skill:&nbsp; 14 &nbsp;vs. 10 difficulty Bonus:&nbsp; 0 (Roll Total&nbsp; 12 ) Result:&nbsp; Failure Possibility &nbsp; Up And this one (should be an Outstanding success): Reality Test Skill:&nbsp; 14 &nbsp;vs. 10 difficulty Bonus:&nbsp; 10 (Roll Total&nbsp;<span class="inlinerollresult showtip tipsy-n-right fullcrit" original-title=" Rolling 1d20!10!!20cs10cs>20 = ( 31 )" style="box-sizing: content-box; border: none; padding: 0px 3px; font-weight: bold; cursor: help; font-size: 1.1em; color: rgb(63, 179, 21);">31 ) Result:&nbsp; Good Success Possibility &nbsp; Up
1580596785
GiGs
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Thats weird, have to made any tweaks to the file I just uploaded? It appears to working fine for me, but I can only test whether the roll returns success or failure, I dont know the breakpoints for the other bands. Do you have any wounds or stymied boxes checked for those rolls?
1580597100
GiGs
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It looks like there is some weirdness going on with the Reality and Other Skills section. I dont see why at a glance. Can you go through the sheet and report back which rolls are not working properly?
1580598163
GiGs
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There's a weird error with the addition that may take some time to track down. All the rolls use this formula {{success=[[?{Difficulty}-@{Reality}+@{Sty}+@{wnd}]]}} but the formula is producing the wrong answer For instance where the values are actually = 10 - 15 + 2 + 1 it's somehow producing the answer of 2, and not -2. Thats one example, theres plenty more. I have a feeling there's something broken about the way the autocalc fields have been set up - I'll have a look later.
Bless you, I will run through everything in the meantime.
1580602280

Edited 1580602479
Hey I'm not sure of the range or anything, but I some of the strangeness I see is when a skill has Adds or not. Edit: Except... certain skills still not right even with 0 adds. Man I wish I was smart also.
1580604167
GiGs
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Can you say which skills arent right without adds? I'd noticed the adds seemed to be an issue.
1580626490
GiGs
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The problem was the adds. Because of the way the skills were constructed, and the backwards way that success calculation was built, the adds were being applied in the wrong direction. If you had 6 adds in a skill, instead of improving success roll by 6, it was reducing success by 6. Here's a fix. Hopefully that fixes everything, but I havent tested. I had to do a quick copy paste, so you should test every roll to make sure none were borked. <a href="https://pastebin.com/sWy7Yg8Z" rel="nofollow">https://pastebin.com/sWy7Yg8Z</a>
Only thing I see happening is the SPIRIT attribute is calculating as a 10, no matter what it is set at.&nbsp; EX: I have SPIRIT as an 8, and when I roll it it shows&nbsp; Spirit Test Skill:&nbsp; 10 &nbsp;vs. 10 difficulty Bonus:&nbsp; 8 (Roll Total&nbsp;<span class="inlinerollresult showtip tipsy-n-right fullcrit" title=" Rolling 1d20!10!!20cs10cs>20 = ( 23 )" style="box-sizing: content-box; border: none; padding: 0px 3px; font-weight: bold; cursor: help; font-size: 1.1em; color: rgb(63, 179, 21);">23 ) Result:&nbsp; Good Success Possibility &nbsp; Up And of course anything using SPI as a base attribute&nbsp;calculates&nbsp;as a 10 also: Intimidate Test Skill:&nbsp; 10 &nbsp;vs. 10 difficulty Bonus:&nbsp; 1 (Roll Total&nbsp;<span class="inlinerollresult showtip tipsy-n-right" title=" Rolling 1d20!10!!20cs10cs>20 = ( 14 )" style="box-sizing: content-box; border: none; padding: 0px 3px; font-weight: bold; cursor: help; font-size: 1.1em;">14 ) Result:&nbsp; Success Possibility &nbsp; Up
1580669261

Edited 1580669561
Wish I could put points in your basket or something for all this GiGs, but these forums dont have recommendations. Hopefully everyone knows how helpful you are anyway. If you get a second to put a drop down menu under Home Cosm and make the menu populate the Magic Social Spirtual and Tech fields with like 0 or something I can figure out how to copy/paste the List and plug in the right numbers. Would love to pick your brain in discord one day.
1580670027
GiGs
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Thanks :) That spirit result is strange. It's working okay for me. Here are some examples Try creating another character, and testing rolls with that. See if its just not working properly with that one character.
You are correct, it is only doing that on the one character.
1580671957

Edited 1580672193
Okay having a serious problem now.&nbsp; GiGs I'm not sure that you have been using the Roll Result Buttons (its a checkbox at the top of the sheet) so that Possibility and Up come up as options on the output card when you roll. At least I don't see them in your screenshots. When you roll a test, then try to hit Possibility or Up buttons, you get an error as shown here: Intimidate Test Skill:&nbsp; 10 &nbsp;vs. 10 difficulty Bonus:&nbsp; 11 (Roll Total&nbsp; 36 ) Result:&nbsp; Outstanding Success Possibility &nbsp; Up No ability was found for %{-KrS864RZgUAXF49hqAB|-result-up} TiaMaster (GM): -KrS864RZgUAXF49hqAB|-result-up
1580671973
GiGs
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Sometimes (very rarely) a character can somehow end up with multiple copies of an attribute, and macros and rolls might use the wrong one. Try deleting the base SPI and modifier scores, and enter new values in both. Also check the attributes &amp; abilities tab, and delete any attributes named SPI or SPIAdj there. Now see if it works properly. Failing that, its probably best to copy that characters stats over to another character, and delete the old one.
So yeah (can't figure out how to continue the post above...) the buttons don't seem to work anymore.
1580672293
GiGs
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TiaMaster said: Okay having a serious problem now.&nbsp; GiGs I'm not sure that you have been using the Roll Result Buttons (its a checkbox at the top of the sheet) so that Possibility and Up come up as options on the output card when you roll. When you roll a test, then try to hit Possibility or Up buttons, you get an error as shown here: Intimidate Test Skill:&nbsp; 10 &nbsp;vs. 10 difficulty Bonus:&nbsp; 11 (Roll Total&nbsp; 36 ) Result:&nbsp; Outstanding Success Possibility &nbsp; Up No ability was found for %{-KrS864RZgUAXF49hqAB|-result-up} TiaMaster (GM): -KrS864RZgUAXF49hqAB|-result-up Just to be clear: has that feature ever worked? I'm looking at the code, and it seems incomplete, but maybe I'm missing something.
1580672493

Edited 1580672774
yeah up until now its worked. They are used almost every round. The buttons obviously dont show up unless Roll Result Buttons is dchecked, but we just make sure all players have it checked. You can check my game (copy) here with the original sheet and check them. <a href="https://app.roll20.net/join/5753900/6tTGfw" rel="nofollow">https://app.roll20.net/join/5753900/6tTGfw</a>
1580672549
GiGs
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Oh! I see - look to lines 21-23 of the html file, and replace with these &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;button type="roll" class="hidden" name="result-possibility" value="&amp;{template:possibility} {{previousroll=@{previous-result}}} {{newroll=[[@{previous-result}+({1d20!10!!20cs10cs,10 + 0d0}kh1) @{rolltracker}]]}} @{rollspecial}"&gt;&lt;/button&gt; &lt;button type="roll" class="hidden" name="result-up" value="&amp;{template:possibility} {{previousroll=@{previous-result}}} {{newroll=[[@{previous-result}+(1d20!10!!20cs10cs) @{rolltracker}]]}} @{rollspecial}"&gt;&lt;/button&gt; &lt;button type="roll" class="hidden" name="result-bonusdie" value="&amp;{template:coupdegras} {{neweffect=[[@{previous-result} + 1d6!p @{rolltracker}]]}} @{rollspecialdamage}"&gt;&lt;/button&gt;
1580673105

Edited 1580673648
I did so, thank you. Now that I have, here's another question of whats possible - Once you roll either Possibility or Up, is it possible to show the (new) level of success? Its weird having it calculate the success for the actual skill test roll, but then when you roll a Possibility it forgets what you had and makes you figure it out yourself. So for instance instead of: Charisma Test Skill:&nbsp; 11 &nbsp;vs. 10 difficulty Bonus:&nbsp; 3 (Roll Total&nbsp;<span class="userscript-inlinerollresult showtip tipsy-n-right" title=" Rolling 1d20!10!!20cs10cs>20 = ( 16 )" style="border: none ; padding: 0px 3px ; font-weight: bold ; cursor: help ; font-size: 1.1em">16 ) Result:&nbsp; Success Possibility &nbsp; Up Possibility Bonus Previous Roll:&nbsp; 16 New Bonus:&nbsp; 10 (Roll&nbsp;<span class="userscript-inlinerollresult showtip tipsy-n-right" title=" Rolling 16+({1d20!10!!20cs10cs,10 + 0d0}kh1) = 16+({( 17 )+10+()})" style="border: none ; padding: 0px 3px ; font-weight: bold ; cursor: help ; font-size: 1.1em">33 ) Possibility &nbsp; Up It would show: Charisma Test Skill:&nbsp; 11 &nbsp;vs. 10 difficulty Bonus:&nbsp; 3 (Roll Total&nbsp;<span class="userscript-inlinerollresult showtip tipsy-n-right" title=" Rolling 1d20!10!!20cs10cs>20 = ( 16 )" style="border: none ; padding: 0px 3px ; font-weight: bold ; cursor: help ; font-size: 1.1em">16 ) Result:&nbsp; Success Possibility &nbsp; Up Possibility Bonus Previous Roll:&nbsp; 16 New Bonus:&nbsp; 10 (Roll&nbsp;<span class="userscript-inlinerollresult showtip tipsy-n-right" title=" Rolling 16+({1d20!10!!20cs10cs,10 + 0d0}kh1) = 16+({( 17 )+10+()})" style="border: none ; padding: 0px 3px ; font-weight: bold ; cursor: help ; font-size: 1.1em">33 ) New Result: Outstanding Success Possibility &nbsp; Up
Well my terrible forums skills notwithstanding, you get what I mean.
1580673760
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Before I answer that, i tweaked the code for those buttons - which also required a change elsewhere in the sheet. So here's the pastebin:&nbsp; <a href="https://pastebin.com/aQhV179Q" rel="nofollow">https://pastebin.com/aQhV179Q</a> I was confused by those buttons (and still am) because they dont seem to be using valid syntax, and I don't understand why they are working. But the pastebin above includes corrected code with proper syntax, in case roll20 change things and stop the old invalid syntax working.
1580674119
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To answer you question: unfortunately it is in theory possible to do that, but it would require a massive amount of work (more than I'm willing to put in!). Have a look at the section of the sheet from lines 801-2075: thats the code for displaying the roll output. To improve the roll up and roll possibility output, you'd need to overhaul or duplicate nearly all of that.
1580711878

Edited 1580713431
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You asked in your first post about automating the Home Cosm box. I asked for the cosm details, so without them, I've just had to make some stuff up and you should be able to figure out how to change it to match your needs. In the last Pastebin, this is line 40: &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;&nbsp; &lt; td &gt;&lt; input &nbsp; type = "text" &nbsp; name = "attr_Home_Cosm" &nbsp; title = "Home Cosm" style = "width:100%" &nbsp; / &gt; &nbsp; &lt; / td &gt; Replace that with this multi-line entry: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;td&gt;&lt;select name="attr_Home_Cosm" title="Home Cosm"style="width:100%" /&gt; &lt;option&gt;(Pick one)&lt;/option&gt; &lt;option&gt;Earth&lt;/option&gt; &lt;option&gt;Mars&lt;/option&gt; &lt;option&gt;Venus&lt;/option&gt; &lt;/select&gt; &lt;/td&gt; In the &lt;option&gt;something&lt;/option&gt; lines, replace with the names of the cosms. You can add an extra line for each cosm you need, I'd leave the first as (Pick One), but the rest you can replace. Then the very last line of the html file is &lt;/script&gt; Put the following code just before that: &nbsp;&nbsp;&nbsp;&nbsp;on('change:home_cosm sheet:opened', function() { getAttrs(['Home_Cosm'], function(v) { console.log(`======================= Cosm: ` + JSON.stringify(v)); const cosmValues = { Earth: {Magic: 1, Social: 2, Spiritual: 3, Tech: 4}, Mars: {Magic: 4, Social: 3, Spiritual: 2, Tech: 1}, Venus: {Magic: 1, Social: 1, Spiritual: 1, Tech: 1}, } const cosm = v.Home_Cosm; let output = {Magic: 0, Social: 0, Spiritual: 0, Tech: 0}; if(Object.keys(cosmValues).includes(cosm)) output = cosmValues[cosm]; setAttrs(output); }) }); You need to edit just one part of this: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;const cosmValues = { Earth: {Magic: 1, Social: 2, Spiritual: 3, Tech: 4}, Mars: {Magic: 4, Social: 3, Spiritual: 2, Tech: 1}, Venus: {Magic: 1, Social: 1, Spiritual: 1, Tech: 1}, &nbsp; } Change the words at the start of each line to your cosm names, and make sure they are spelled exactly&nbsp; the same, and enter the numbers needed. As before, copy a row for each extra Cosm you need, and just change the name at the start of the line, and edit the numbers. It's that simple.&nbsp; I created updated versions of the html and css files here:&nbsp; <a href="https://gist.github.com/G-G-G/82611dbdf90b6f03f280d02ca47f01da" rel="nofollow">https://gist.github.com/G-G-G/82611dbdf90b6f03f280d02ca47f01da</a> But you might want to add them to custom sheet to test first. I incorporated some of the tweaks to the sheet that were added to the community sheet (improvements for firefox display apparently), and changed the way the torg eternity logo was displayed to save some space. If you prefer the old appearance, continue using the sheet from the pastebin, and add the code above for the cosms. Can you post what the actual Cosms and their numbers are? i might add this feature to the roll20 community sheet, but I need to know the values.
1580799825
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I forgot to mention for the cosmValues section, if the cosm has spaces or non-letter characters, it should be enclosed in quotes, like this: &nbsp;on('change:home_cosm sheet:opened', function() { getAttrs(['Home_Cosm'], function(v) { console.log(`======================= Cosm: ` + JSON.stringify(v)); const cosmValues = { Aysle: {Magic: 24, Social: 16, Spiritual: 18, Tech: 14}, "Core Earth": {Magic: 9, Social: 23, Spiritual: 10, Tech: 23}, Cyberpapacy: {Magic: 14, Social: 18, Spiritual: 16, Tech: 26}, "Living Land": {Magic: 1, Social: 7, Spiritual: 24, Tech: 6}, "Nile Empire": {Magic: 14, Social: 20, Spiritual: 18, Tech: 20}, Orrorsh: {Magic: 16, Social: 18, Spiritual: 16, Tech: 18}, "Pan-Pacifica": {Magic: 4, Social: 24, Spiritual: 8, Tech: 24}, Tharkhold: {Magic: 12, Social: 25, Spiritual: 4, Tech: 25}, }; const cosm = v.Home_Cosm; let output = {Magic: 0, Social: 0, Spiritual: 0, Tech: 0}; if(Object.keys(cosmValues).includes(cosm)) output = cosmValues[cosm]; setAttrs(output); }); }); You dont need to do that for the select options, just the sheet worker above.
Thank you, been sick.&nbsp; I'm doing this now.
Is there an easier way to edit this without using the Roll20 char sheet interface?&nbsp; I know at least there it shows me what number each line is. When I open the HTML with Word it just displays the web page, not the code and I don't know how to change that.
Nm, I d/led "Expression Web" and am using that to edit.
1580928065

Edited 1580928817
Okay I did all that and can't be happier. I don't understand how you can be this awesome and still keep a normal identity. And just to make sure, there is no way this sheet would be accepted to be put on the list, correct?
1580933402
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TiaMaster said: Okay I did all that and can't be happier. I don't understand how you can be this awesome and still keep a normal identity. And just to make sure, there is no way this sheet would be accepted to be put on the list, correct? Hehe, thanks. It's just as well you didn't use Word to do any editing, btw. Word Processors are very bad for programming, because they change the text (like inserting smart quotes that curve one way and then the other to replace simple quotes), and this would break the code when you tried to use it - because those smart quotes aren't recognised by the roll20 editor. Expression Web should be good, I use Visual Studio Code. About uploading your sheet: roll20 wont accept sheets which use tables for layout, which this sheet uses extensively. They used to accept them, but changed to match web standards. That said, the torg eternity sheet thats already in the community repository is so similar to your sheet that they must have been created by the same person. It has the same errors in the way rollbuttons are coded, for example. I wonder which came first. I think whoever created this sheet for you either took it from the repository and changed it, or made it first and uploaded it to the repository as well. That sheet gets away with using tables for layout because it was uploaded before the ban. I was thinking of updating that sheet with your changes. The sheet there has changed over time, unfortunately, which means your attribute values are different. But they are different in a mostly predictable way, so I could write a script that transforms your attribute values to match,&nbsp; so you could continue using the community sheet and wouldnt have to use a custom sheet. This would change the attribute names in your sheet (@{CHA} would become @:{CHATotal}, for example), which means you'd have to change Honestly I prefer your attribute names, and would prefer to change the ones in the community repository, but that's irresponsible: the community sheet has precedence, and probably has more users who wouldnt understand why their macros suddenly stopped working properly, so its better to use their sheet names.&nbsp;
1580935502

Edited 1580935667
Okay well that sucks for consistency's sake. Onto other things; the Combat Options below the Stymied and Vuln statuses. These are still being calculated behind the scenes, so I was wondering if the same could be done for them as was done to Stymied, I.E. have "Long Burst: +6" show up on the output if that is selected. Like: Fire Combat Test Skill:&nbsp; 10 &nbsp;vs. 10 difficulty Stymied:&nbsp; - 2 Wounded:&nbsp; - 1 Short Burst: +2 Bonus:&nbsp; 1 (Roll Total&nbsp;<span class="inlinerollresult showtip tipsy-n-right" title=" Rolling 1d20!10!!20cs10cs>20 = ( 13 )" style="box-sizing: content-box; border: none; padding: 0px 3px; font-weight: bold; cursor: help; font-size: 1.1em;">13 ) Result:&nbsp; Success Possibility &nbsp; Up I am beginning to be worried that I am using you like an old mule, so is there any way to teach me to do this? Or could I pay you?
1580939278
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From memory (not at my PC right now), I think the rolltemplates built into the sheet only use the aim bonuses on the repeating section weapon tests, not for general skill rolls. That way they dont show up when you make athletics rolls, or find rolls, which would happen if you left the aim box selected. Give a weapon a try and see if the aim bonuses show up.&nbsp;
OF COURSE. I KNEW THAT. Can the Notes section in the weapons be hidden if there is nothing in the field? I notice you have done that before.
1580939743
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I remember noticing that too and thinking it should probably be done. I'll look at that later.
GiGs is there any reason the turn tracker cannot be used with this sheet?
1580953648
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It should work okay, you need to have the turn tracker open then characters will be added to the tracker. Is there something not working?
Not sure, I was just told it couldn't be used because this character sheet used the tracker somehow.
1580958332
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the roll macros seem to be designed to put characters on the tracker, setting up their initiative. It looks to me like they should work fine with the tracker, and its using the tracker for the purpose intended. Of course, in torg itself, you dont do initiative the way most games do, so the tracker itself might need some finessing to work with torg. It's not an issue with this sheet, its an issue of not being totally compatible with torg's initiative system - the tracker expects everyone to have an initiative number and go in order of that number.
1580961234

Edited 1580961395
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For the weapon notes, you need to make three changes: first, find the line &lt;/script&gt; insert this just before it &nbsp;&nbsp;&nbsp;&nbsp;on('change:repeating_weapons:repeating_weapon_notes',&nbsp;()&nbsp;=&gt;{ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;getAttrs(['repeating_weapons_Repeating_Weapon_Notes'],&nbsp;(v)&nbsp;=&gt;&nbsp;{ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;const&nbsp;notes&nbsp;=&nbsp;v.repeating_weapons_Repeating_Weapon_Notes&nbsp;||&nbsp;''; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;const&nbsp;output&nbsp;=&nbsp;notes&nbsp;?&nbsp;'{{notes=@{Repeating_Weapon_Notes}}}'&nbsp;:&nbsp;''; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setAttrs({ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;repeating_weapons_weapon_notes:&nbsp;output &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}); &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}); &nbsp;&nbsp;&nbsp;&nbsp;}); Then find the line below (put {{notes}} in the search bar): &lt;tr&gt;&lt;td&gt;&lt;span&nbsp;class="tcat"&gt;Notes:&nbsp;&lt;/span&gt;{{notes}}&lt;/td&gt;&lt;/tr&gt; Change that to &nbsp;&nbsp;&nbsp;&nbsp;{{#notes}} &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;tr&gt;&lt;td&gt;&lt;span&nbsp;class="tcat"&gt;Notes:&nbsp;&lt;/span&gt;{{notes}}&lt;/td&gt;&lt;/tr&gt; &nbsp;&nbsp;&nbsp;&nbsp;{{/notes}} finally, find the weapon button code, it looks like this (searching for :attack, with the colon, will find it) &lt;td&nbsp;style="width:5%"&gt;&lt;button&nbsp;type="roll"&nbsp;name="roll_repeating"&nbsp;value="&amp;{template:attack}&nbsp;{{wound=[[{@{wnd},3}dh1]]}}&nbsp;{{stymied=[[@{Sty}]]}}&nbsp;{{aim=[[@{Aim}]]}}&nbsp;{{name=@{RepeatingWeaponName}}}&nbsp;{{range=@{Repeating_Weapon_Range}}}&nbsp;{{value=[[@{RepeatingWeaponSkill}]]}}&nbsp;{{difficulty=?{Difficulty|10}}}&nbsp;{{success=[[?{Difficulty}-(@{RepeatingWeaponSkill})+@{Sty}+[[{@{wnd},3}dh1]]&nbsp;-@{Aim})]]}}&nbsp;{{torgroll=[[1d20!10!!20cs10cs&gt;20&nbsp;@{rolltracker}]]}}&nbsp;@{rollspecial}"&nbsp;/&gt;&lt;/td&gt; Select that entire line, from the &lt;td&gt; to the &lt;/td&gt; - be careful here, it'll likely be split over multiple lines. You want to grab everything between the td and /td Paste this over it: &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;input&nbsp;type="hidden"&nbsp;name="attr_weapon_notes"&nbsp;value=""&gt; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&lt;td&nbsp;style="width:5%"&gt;&lt;button&nbsp;type="roll"&nbsp;name="roll_repeating"&nbsp;value="&amp;{template:attack}&nbsp;{{wound=[[{@{wnd},3}dh1]]}}&nbsp;{{stymied=[[@{Sty}]]}}&nbsp;{{aim=[[@{Aim}]]}}&nbsp;{{name=@{RepeatingWeaponName}}}&nbsp;{{range=@{Repeating_Weapon_Range}}}&nbsp;{{value=[[@{RepeatingWeaponSkill}]]}}&nbsp;{{difficulty=?{Difficulty|10}}}&nbsp;{{success=[[?{Difficulty}-(@{RepeatingWeaponSkill})+@{Sty}+[[{@{wnd},3}dh1]]&nbsp;-@{Aim})]]}}&nbsp;{{torgroll=[[1d20!10!!20cs10cs&gt;20&nbsp;@{rolltracker}]]}}&nbsp;@{rollspecial}&nbsp;@{weapon_notes}"&nbsp;/&gt;&lt;/td&gt; And that will do it.
1580961312
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It'll likely not work properly for weapons that already exist, until you edit the Notes section. Just enter a space or a dot and delete it, and it will work. For newly created weapons, it'll work automatically.
1580961699
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Also there's a typo hidden in the sheet. Search for ManueverAdds and replace with ManeuverAdds It's in the defence values, looks like maneuver defence wasnt calculating properly