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[Dungeon Crawl Classic] - Bug with the Tabbed Character Sheet.

Hello ! i'm playing a DCC game with the very good tabbed CS (v1.4) but there's a very annoying bug with the Deed Die on the Attack macro. Basically, it's impossible to use the macro with a Deed/Smite dice because the code seems to considered Critical and Fumbles on the deed dice. Each time the deed dice result is 1, the roll is a fumble (very often with the 1d3 at level one). And if the result is max for the dice (3 for 3 for exemple), it's a critical hit. Another strange thing : if you want to set the deed dice to 1d10+x, the +x rolls with 1d1. Merge this with with the first bug and you always fumble ! 1d10+3 rolls 1d10+1d1+1d1+1d1 = D+1+1+1 = Fumble.  And the Lucky Weapon box is not working too (the Luck mod is not taken on the Attack Macro). It's impossible to use the Attack macro in game for Warriors and Clerics. So, I've tried to check that on the html page of the sheet and that's far above my few coding skills. The code inside is very complex and i'm affraid to change something and broke the sheet. Is there someone who play DCC here and be able to have a look on this sheet ? Thanks a lot for help !
Nobody could help ? a shame that's the CS in Roll20 are so difficult to code and manage for people who played small RPGs. An online user-friendly editor for character sheet would be a great feature for this kind of issues.
1589146175
GiGs
Pro
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How do you enter the deed damage dice for your rolls? If you enter the dice as text, like "1d6", try adding cs0cf0 to the text, making it "1d6cs0cf0" to stop the criticals and fumbles being raised on that die. That may or may not mess up the attack macro, it depends how it works, but its worth a try.
Are you able to use Custom Sheets (Pro account)? I customized that sheet when I was playing DCC, and made some changes to it you might find useful. I also found there were a lot of problems with it, and some features I wanted added to it, so I customized it.  I think I made some changes to the DCC Helper script as well, to make it work. I do not recall if the changes you are looking for are part of what I changed or not; I haven't played DCC for about a year now. This is useful to you only if you have a Pro subscription where Custom Sheets are allowed. I do not have the wherewithal to make a formal change to the official character sheet, and the Github knowledge etc. that requires, so if you don't have a Pro account this won't help you.
1589151954
GiGs
Pro
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Anthony is you share the sheet in pastebin someone else could upload it to github for you. There might be time to get it submitted for this week.
GiGs said: Anthony if you share the sheet in pastebin someone else could upload it to github for you. There might be time to get it submitted for this week. This would require a Pro account in pastebin for the size of the character sheet.  I do not have such.
1589153061
Andreas J.
Forum Champion
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Translator
then get a github account and share the code with a gist
1589153103

Edited 1589153142
GiGs
Pro
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I didnt know pastebin had limits. gist.github.com would work, or send me a link to the files anyway you are able. Only if you are comfortable with it being posted to github of course. 
1589153242
GiGs
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API Scripter
Andreas J. said: then get a github account and share the code with a gist Lets not be pushy, Andreas. Anthony offered to share the files with one user, which is a different thing from posting it publicly for everyone to use. he might be comfortable with that, or might feel the sheet isnt ready for it.
Here's the code at ControlC: HTML Layout: <a href="https://controlc.com/553c78aa" rel="nofollow">https://controlc.com/553c78aa</a> CSS Styling: <a href="https://controlc.com/6711de87" rel="nofollow">https://controlc.com/6711de87</a> DCC Helper Script: <a href="https://controlc.com/d5f66ad5" rel="nofollow">https://controlc.com/d5f66ad5</a> (not actually sure if I made any changes to this) I vaguely recall that I may have made the character sheet dependent on another script; PowerCards, I think. Also, I notice that the original repository that I got this from (<a href="https://github.com/Roll20/roll20-character-sheets/tree/master/DCC_Tabbed_Sheet" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/tree/master/DCC_Tabbed_Sheet</a>) appears to have had updates. It's on version 1.43 (and has the Halfling Burglar class in it), whereas the official sheet is 1.40 and does not (neither does mine, since it was based on the official sheet of the time). This is for the Dungeon Crawl Classics (Tabbed) sheet. I have no idea if this may meet any standards that may make it 'ready' for public use. I'm not a professional coder, and might barely qualify on a good day as an amateur.&nbsp; This is being supplied as-is, in hopes that it may be useful to someone.
1589168290

Edited 1589168344
GiGs
Pro
Sheet Author
API Scripter
The roll20 repository you refer to there at 1.43 is the official version. Thats the version that people get in game. Which official sheet are you referring to? If its got updates beyond your sheet, its best not to combine them without examining the differences, and if it is dependent on power cars, it shouldnt be merged. That would make the sheet inaccessible to free users, who iwll make up the bulk of the people using the sheet. I had a quick look at the sheet workers and I see you've been using eval in places. That's never a good idea. There's probably little damage it can do here, but you'd be best off with replacing it with parseInt, parseFloat, or Number, to convert those values to proper numbers. Here's a streamlined version of that sheet worker that uses all the evals, if you want to use it: on("change:sta&nbsp;change:stamod&nbsp;change:hp_lv0&nbsp;change:hp_lv1&nbsp;change:hp_lv2&nbsp;change:hp_lv3&nbsp;change:hp_lv4&nbsp;change:hp_lv5&nbsp;change:hp_lv6&nbsp;change:hp_lv7&nbsp;change:hp_lv8&nbsp;change:hp_lv9&nbsp;change:hp_lv10",&nbsp;function()&nbsp;{ &nbsp;&nbsp;&nbsp;&nbsp;getAttrs(["staMod","HP_LV0","HP_LV1","HP_LV2","HP_LV3","HP_LV4","HP_LV5","HP_LV6","HP_LV7","HP_LV8","HP_LV9","HP_LV10"],&nbsp;function(values)&nbsp;{&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;const&nbsp;staMod_local&nbsp;=&nbsp;parseInt(values.staMod) || 0; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;console.log("Stamina&nbsp;Modifier&nbsp;is&nbsp;"&nbsp;+&nbsp;staMod_local); &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// let is a more modern version of var, it has some differences but none relevant here. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;let&nbsp;hp_current_local&nbsp;=&nbsp;0; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;//&nbsp;go&nbsp;through&nbsp;the&nbsp;levels&nbsp;in&nbsp;a&nbsp;loop. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;[0,&nbsp;1,&nbsp;2,&nbsp;3,&nbsp;4,&nbsp;5,&nbsp;6,&nbsp;7,&nbsp;8,&nbsp;9,&nbsp;10].forEach(num&nbsp;=&gt;&nbsp;{ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// get hit points for the current level &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// const is like var, but used only for variables that will not change &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;const hp_level&nbsp;=&nbsp;parseInt(values[`HP_LV${num}`]) || 0; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;if(hp_level&nbsp;&gt;&nbsp;0)&nbsp;{ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// whenever calculating values more than once, put it in a variable &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;const&nbsp;level_increase&nbsp;=&nbsp;Math.max(1, hp_level&nbsp;+&nbsp;staMod_local); &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// construct the string using template literal syntax - this allows you to use variables inside ${} &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;console.log(`Level&nbsp;${num} HP&nbsp;with&nbsp;StaMod&nbsp;=&nbsp;${level_increase}`); &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;// += is anotehr way to do "hp_current_local&nbsp;= hp_current_local&nbsp;+" but is a lot more compact &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;hp_current_local&nbsp;+=&nbsp;level_increase; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}&nbsp;else&nbsp;{ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;console.log(`HP&nbsp;at&nbsp;Level&nbsp;${num}&nbsp;are&nbsp;not&nbsp;valid&nbsp;and&nbsp;not&nbsp;counted&nbsp;as&nbsp;part&nbsp;of&nbsp;the&nbsp;Current&nbsp;HP&nbsp;calculation`); &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; &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;setAttrs({ &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;CalcCurMaxHP:&nbsp;hp_current_local, &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;HPmax:&nbsp;hp_current_local &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;}); &nbsp;&nbsp;&nbsp;&nbsp;}); });
Hello ! thanks a lot for all your help and I confirm that the sheet given in-game is the 1.4 (September 2017). I'm not able to load the 1.43 on my games (may be there's something to do but I'm not know what). It seems someone named rgould is working on it since few days and add some features. May be I should try to contact him about the Deed Die issues. He already corrected the Critical Table issue known since the v1.0. I don't have the knowledge about github and all these stuff but if someone write the code for the sheet, I can upgrade to a Pro account and upload it.&nbsp;
1589197588

Edited 1589197617
A good new about this topic. I'm in contact with R.Gould who is actually works on the sheet. He made some fixes last days and will have a look on the deed die issues.&nbsp;
When I create a new game it gives me the 1.4 version of the sheet ; not sure why that repository has a different version.&nbsp; Please forward my sheets to R. Gould. Hopefully he can incorporate some of my changes. There were quite a few things wrong with the official sheet, or things that just needed changing, for a long term DCC Campaign. It was just too annoying to be left alone. :-)&nbsp;
Agree ! The version 1.4 is, in fact, the latest 1.43. You can check it by rolling 1d20&gt;cs1 and see the Critical Table issue is already fixed. I think Richard has not change the .txt and the date of the latest update in the html.
1589225230
Richard
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Compendium Curator
Thanks Gwen for directing me to this thread - I don't follow the forums here much. Thanks Anthony for posting your changes here. It looks like there are a lot of changes to be integrated from there, and I've been pretty busy recently but I'll see if I can integrate them to the public sheet. No promises though - making changes to the sheet can be a very tedious process :) Regarding the issue with deed die/attacks, the error encountered was due to putting in the die roll itself ("1d3") rather than the result of the previous roll (1, 2, or 3). That led me to review the rules for Mighty Deeds, as I always thought that when making multiple attacks per round (Dwarf or 5+ level Warrior), the Deed Die was only rolled once. Upon review of the rulebook, this doesn't seem to be the case, and each attack has a deed die rolled separately. So my idea is to add a "atk w/ deed" button next to each weapon's attack button. That would auto-roll the deed along with the attack itself. Here's a picture of what I mean: Thoughts? Objections?
No objections. I know though that the changes I made required space on that line as well though, to the point where I actually made the whole sheet wider to accommodate the extra information. 😀
It's an good idea ! Thanks again for the help Richard.
*bump* Just wondering if there are updated files to pull for campaigns?&nbsp; My players are new to DCC and the attacks for the Warriors are especially confusing/painful for them atm.&nbsp; Can't wait to see the new sheet!&nbsp; :)
1595170467
Richard
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Sorry! I haven't forgotten - just been inordinately busy, without even enough time to run my DCC game :( I got started on the changes, but maintaining the sheets is a massive pain. I did build an intermediate tool which compiles the sheet using templates, to make it more maintainable. Hopefully within the next couple weeks things might ease off, and then I will resume working on it. For those curious the new templating/compiling tool can be seen here: <a href="https://github.com/rgould/dcc_tabbed_sheet" rel="nofollow">https://github.com/rgould/dcc_tabbed_sheet</a> &nbsp;&nbsp;&nbsp;&nbsp;
1599681637
Richard
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Just an update on this, I've been making some progress over the last few days. I haven't pushed any changes yet, but I'm getting close. Here's some things I've done: add an "advanced" button to each weapon row, behind which are hidden less-commonly modified attributes (lucky weapon, pack hunter, wielded, magic bonus) added a new "attack w/ deed" button that will roll your deed at the same time as attack and damage. this uses some undocumented, unsupported features, so hopefully it won't disappear in the future XD You can see a screenshot of the new "attack w/ deed" roll here: What's left? I need to clean up the UI, and add this functionality for the ranged weapons. If you have any suggestions while I work on this area, please let me know!
1599688379
Richard
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Making some good progress tonight. Tenatively how the weapons section might appear now:
That looks much better than my attempt to cram everything into a single line.... :-)
1601393750
Richard
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More progress - made the same changes to the ranged weapons. I will test these thoroughly in tonight's game, and hopefully they should be live in a few days :)
1601401160
Andreas J.
Forum Champion
Sheet Author
Translator
I will test these thoroughly in tonight's game, and hopefully they should be live in a few days :) Roll20 updates sheets on a weekly basis, and this week's update rolled out about an hour ago.
Thank you all so much for all your hard work on this! Just curious, any update or idea of when custom sheets may be available?&nbsp;
1603241537
keithcurtis
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If you mean creating your own custom sheets, this is already available. It is a Pro subscriber perk, and does require a basic understanding of html, css, and some of scripting facility.
Thanks, I may be misunderstanding what "custom" is then. All I want is someplace to put in some homebrew or 3rd party abilities &nbsp; and classes that are not included within the character class tabs already provided.&nbsp; If that is what you are referring to, then I may need to consider getting a Pro account.