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Character Sheets: System-Wide Issues Reports

@Casey #255 is now fixed. #265 will take much longer most likely because I'm going to have to re-work the architecture of the imgsrv server to make it work properly with our SSL setup. But it's on my todo list.
Sam said: @Riley did you get a chance to look at my game yet? I asked you a question earlier yesterday but was waiting on a response. Riley D. said: @Sam Did that happen to fix your issue as well by any chance?
1401895248

Edited 1401895288
Sam M.
Pro
Sheet Author
I think it did actually. It looks fine now.
1401897645
Casey
Sheet Author
@Riley Many thanks for fixing #255, however the fix has uncovered (or caused) another repeating fieldset + radio inputs bug: The name field on the radio buttons is being set incorrectly in some sort of strange nested fashion. It doesn't happen when the repeating item is added, but occurs every time after you close and reopen the character sheet. Moreover it only affects the 2nd and greater repeating items, that is, it doesn't affect the first repeating item. Example of bug: <input type="radio" name="attr_1_repeating_sigassets_0_repeating_sigassets_sigasset_mark"> If I add a repeating item, close the sheet, reopen, add again, close again, then reopen I end up with something like this <input type="radio" name="attr_2_repeating_sigassets_1_repeating_sigassets_0_repeating_sigassets_sigasset_mark"> This bug is live on my Campaign ID #389607. Open the "Charles Smith" character, go to charsheet tab, and scroll down the the signature assets section (which is a repeating fieldset), then look at the radio buttons that are children of the div: <div class="sheet-drop-sigasset">.
I noticed case sensitivity when linking the three bars to fields. All my field names are TitleCase, but many of the field names in the token select lists are lowercase. The ones that are lowercase unlink regularly; the ones that are properly TitleCase do not.
Casey reports a similar finding with radio buttons in the sheet I have
Anima Beyond Fantasy Sheets seem to not be able to save (Height, Weight, Size, Race, Class, Age and modules) that is my input so far.
I think I found a new issue last night. Default values do not get attributes assigned unless they are manually touched. If you try to access them via @{character|attribute}, you get "no attribute found". If you set a value to it, and change it back to default, you can now access it.
1401993539
Sam M.
Pro
Sheet Author
FeltZ said: I think I found a new issue last night. Default values do not get attributes assigned unless they are manually touched. If you try to access them via @{character|attribute}, you get "no attribute found". If you set a value to it, and change it back to default, you can now access it. I too have seen this. It doesn't seem to be an issue with character sheet buttons accessing those fields. It seems like the engine doesn't grab the default value from the character sheet.
1402063339

Edited 1402063381
Riley D.
Roll20 Team
FeltZ said: I think I found a new issue last night. Default values do not get attributes assigned unless they are manually touched. If you try to access them via @{character|attribute}, you get "no attribute found". If you set a value to it, and change it back to default, you can now access it. Hmmm...this must be a regression from a fix I made? You're talking about via the text chat box, via macros, or what? Also, this is just a normal sheet field, right? Not something in a repeating section?
1402063887
Sam M.
Pro
Sheet Author
@Riley For me it breaks on both chat and macros/abilities. . If I'm trying to access a sheet field, but it only contains the default value, it returns the "attribute not found" error. This happens with both repeating and static sections.
Hmmm...there must be something else going on here, because I'm not able to reproduce this at all. For example with the Pathfinder sheet active, I did @{test|INT-base} (having not filled in anything on that character) and it correctly returned 10. Can you give me a specific test-case to reproduce?
Casey said: The name field on the radio buttons is being set incorrectly in some sort of strange nested fashion. It doesn't happen when the repeating item is added, but occurs every time after you close and reopen the character sheet. Moreover it only affects the 2nd and greater repeating items, that is, it doesn't affect the first repeating item. This should now be fixed. Thanks!
I guess it's a bit more specific in my scenario. Its happening in a repeating section. Steps to reproduce with hackmaster character sheet: Create new character -> add weapon under combat profile -> weapons should have default values of 0 for all specialization and talent modifiers. Try to access @{selected|repeating_weapon_0_weapon_talent_speed} via chat window. You will get the error. Change the talent speed to anything other than default, then change it back to 0. Try to access @{selected|repeating_weapon_0_weapon_talent_speed} via chat window, it will work.
@FeltZ This is one of those areas where "not officially supporting using attributes from repeating sections outside of that section" rears its head. Not a bug, just not something we support currently, which is why you're seeing that error.
1402067244
Sam M.
Pro
Sheet Author
@Riley I think you've pretty much solved it with your answer, case closed :(
1402067331
Alex L.
Pro
Sheet Author
@Riley: Can you check this out if you haven't already, it may just be the old item creation problem rearing its ugly head again or it could be something new, either way it makes it a little hard to create any real interaction between sheets and scripts.
well, that sucks :( at least there is a workaround for this scenario. I hope you can expand on accessing data in repeating sections, it's very troublesome to not be able to use the data without opening the character sheet,
1402068144
Alex L.
Pro
Sheet Author
FeltZ said: well, that sucks :( at least there is a workaround for this scenario. I hope you can expand on accessing data in repeating sections, it's very troublesome to not be able to use the data without opening the character sheet, Yes this is why I had to remove the repeating powers from my sheet it was so annoying, now i just have a static number of powers.
Alex L. said: @Riley: Can you check this out if you haven't already, it may just be the old item creation problem rearing its ugly head again or it could be something new, either way it makes it a little hard to create any real interaction between sheets and scripts. It has nothing to do with sheets at all. See my reply in that thread.
Howdy all! I believe I've found a significant bug. In Campaign 418796 I am starting to work with the API. I have an HTML sheet snippet like so: <input type="number" name="attr_TP_max" value="3" /><br> <input type="number" name="attr_TP" value="3" /> I grab the TP attribute object, set the max value (to 5 say), and everything displays the new value fine (the character sheet, Attributes section, and linked tokens). However, in the API when I use getAttrByName(who.id, 'TP_max') I get the old default value, i.e. 3. I believe what is happening is that there is actually an attribute named "TP_max" that is ignored by the UI but mistakenly created for the API to access (instead of returning the max property of the "TP" attribute object). This may or may not be related to the auto-calc code; up until earlier today, I was auto-calcing TP_max, but then moved the calculation into the API (because I couldn't fetch the value from TP_max, only the formula, which I didn't want).
1402073910
Lithl
Pro
Sheet Author
API Scripter
I believe you should be using getAttrByName(who.id, 'TP', 'max'). I'm a little surprised you're even getting 3 back instead of empty string, undefined, or 0. It may be an artifact of your changing character sheet, and you do have an attribute named "TP_max". Try creating a new character, and see what your script does.
Thanks Brian! That was totally it; my bad on misusing the function. I also confirmed it had nothing to do with the auto-calc by starting up a fresh campaign and making fresh characters (that had never had the disabled=true on them).
I don't check in here every day, and since my last post there have been many comments; going through each of them just to see if my issue has been touch upon is not really viable. This makes it extremely hard to keep track of which issues have been resolved, and which are still open. I really don't mean to harp on about this, but an issue tracking system of some sort, even if it's just a list of issues somewhere, would be very helpful for those of us trying to help you with issues. I promise I won't bring it up again.
1402100635
Sam M.
Pro
Sheet Author
I mean, you can use Github's issue reporting but Riley said he didn't check that often.
1402169414

Edited 1402169587
Alicia
Sheet Author
The repeating section doesn't seem to like pulling information from internal fieldsto the repeating section. For example: &lt;fieldset class="repeating_CrewAssn"&gt; &lt;input type="text" name="attr_CrewName" title="Character Name" placeholder="Character Name" /&gt; &lt;select name="attr_CrewStation" style="width:100px" title="Crew Member's Station"&gt; &lt;option value="Pilot" selected&gt;Pilot&lt;/option&gt; &lt;option value="CoPilot"&gt;Co-Pilot&lt;/option&gt; &lt;option value="Gunner"&gt;Gunner&lt;/option&gt; &lt;option value="Commander"&gt;Commander&lt;/option&gt; &lt;option value="Sys Ops"&gt;System Operator&lt;/option&gt; &lt;option value="Engineer"&gt;Engineer&lt;/option&gt; &lt;option value="Other"&gt;Other Crew&lt;/option&gt; &lt;option value="Passenger"&gt;Passenger&lt;/option&gt; &lt;/select&gt; &lt;table&gt; &lt;tr&gt; &lt;th&gt;&lt;/th&gt; &lt;th&gt;&lt;/th&gt; &lt;th&gt;Total&lt;/th&gt; &lt;th&gt;&lt;/th&gt; &lt;th&gt;Skill&lt;br&gt;Check&lt;/th&gt; &lt;th&gt;Misc&lt;/th&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td class="skillsCrewCol1"&gt;Deception&lt;/td&gt; &lt;td&gt;&lt;button type="roll" name="roll_DeceptionCheck" value="@{CrewName} in @{character_name} rolls Deception [[ 1d20 + @{Deception} + ?{Other Modifiers|0}]]" title="Roll Deception"&gt;&lt;/button&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_Deception" value="@{SizeMod}+@{dex|max}+@{PilotMod|max}-5+@{DeceptionMod}+@{DeceptionMisc}" disabled="true" title="Deception Total (includes Ship Size Mod and Dex Mod)" /&gt; &lt;/td&gt; &lt;td&gt; = &lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_DeceptionMod" value="@{PilotMod}" disabled="true" title="Crew Member's Pilot Check" /&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_DeceptionMisc" title="Deception Miscellaneous Modifier" value="0" /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td class="skillsCrewCol1"&gt;Initiative&lt;/td&gt; &lt;td&gt;&lt;button type="roll" name="roll_InitiativeCheck" value="@{CrewName} in @{character_name} rolls Initiative [[ 1d20 + @{Initiative} + ?{Other Modifiers|0}]]" title="Roll Initiative"&gt;&lt;/button&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_Initiative" value="@{SizeMod}+@{dex|max}+@{InitiativeMod}+@{InitiativeMisc}" disabled="true" title="Initiative Total (includes Ship Size Mod and Dex Mod)" /&gt; &lt;/td&gt; &lt;td&gt; = &lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_InitiativeMod" value="@{PilotMod}" disabled="true" title="Crew Member's Pilot Check" /&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_InitiativeMisc" title="Initiative Miscellaneous Modifier" value="0" /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td class="skillsCrewCol1"&gt;Mechanics&lt;/td&gt; &lt;td&gt;&lt;button type="roll" name="roll_MechanicsCheck" value="@{CrewName} in @{character_name} rolls Mechanics [[ 1d20 + @{Mechanics} + ?{Other Modifiers|0}]]" title="Roll Mechanics"&gt;&lt;/button&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_Mechanics" value="@{MechanicsMod}+@{MechanicsMisc}" disabled="true" title="Mechanics Total" /&gt; &lt;/td&gt; &lt;td&gt; = &lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_MechanicsMod" value="0" title="Crew Member's Mechanics Check" /&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_MechanicsMisc" title="Mechanics Miscellaneous Modifier" value="0" /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td class="skillsCrewCol1"&gt;Pilot&lt;/td&gt; &lt;td&gt;&lt;button type="roll" name="roll_PilotCheck" value="@{CrewName} in @{character_name} rolls Pilot [[ 1d20 + @{Pilot} + ?{Other Modifiers|0}]]" title="Roll Pilot"&gt;&lt;/button&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_Pilot" value="@{SizeMod}+@{dex|max}+@{PilotMod}+@{PilotMisc}" disabled="true" title="Pilot Total (includes Ship Size Mod and Dex Mod)" /&gt; &lt;/td&gt; &lt;td&gt; = &lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_PilotMod" value="0" title="Crew Member's Pilot Check" /&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_PilotMisc" title="Pilot Miscellaneous Modifier" value="0" /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td class="skillsCrewCol1"&gt;Stealth&lt;/td&gt; &lt;td&gt;&lt;button type="roll" name="roll_StealthCheck" value="@{CrewName} in @{character_name} rolls Stealth [[ 1d20 + @{Stealth} + ?{Other Modifiers|0}]]" title="Roll Stealth"&gt;&lt;/button&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_Stealth" value="@{SizeMod}+@{dex|max}+@{PilotMod|max}-5+@{StealthMod}+@{StealthMisc}" disabled="true" title="Stealth Total (includes Ship Size Mod and Dex Mod)" /&gt; &lt;/td&gt; &lt;td&gt; = &lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_StealthMod" value="@{PilotMod}" disabled="true" title="Crew Member's Pilot Check" /&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_StealthMisc" title="Stealth Miscellaneous Modifier" value="0" /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td class="skillsCrewCol1"&gt;Use Computer&lt;/td&gt; &lt;td&gt;&lt;button type="roll" name="roll_UseComputerCheck" value="@{CrewName} in @{character_name} rolls Use Computer [[ 1d20 + @{UseComputer} + ?{Other Modifiers|0}]]" title="Roll Use Computer"&gt;&lt;/button&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_UseComputer" value="@{UseComputerMod|max}+@{UseComputerMod}+@{UseComputerMisc}" disabled="true" title="UseComputer Total" /&gt; &lt;/td&gt; &lt;td&gt; = &lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_UseComputerMod" value="0" title="Crew Member's Use Computer Check" /&gt;&lt;/td&gt; &lt;td&gt;&lt;input type="number" name="attr_UseComputerMisc" title="UseComputer Miscellaneous Modifier" value="0" /&gt;&lt;/td&gt; &lt;/tr&gt; &lt;tr&gt; &lt;td style="text-align:right" colspan="2"&gt;&lt;input type="checkbox" value="+5" name="attr_PilotMod_max" title="Trained in Pilot?" /&gt;Trained in Pilot?&lt;/td&gt; &lt;td style="text-align:right" colspan="4"&gt;&lt;input type="checkbox" value="@{int|max}" name="attr_UseComputerMod_max" title="Include Ship's INT for Use Computer?" /&gt;Include Ship's INT for Use Computer?&lt;/td&gt; &lt;/tr&gt; &lt;/table&gt; &lt;/fieldset&gt; It's not pulling the PilotMod or the relevant Mod for each of the skills into the total. It turns out to look like this: <a href="https://docs.google.com/file/d/0BzHYulLjxAGXQXhxTkJOTHFzY0E/edit?usp=drivesdk" rel="nofollow">https://docs.google.com/file/d/0BzHYulLjxAGXQXhxTkJOTHFzY0E/edit?usp=drivesdk</a> I have the full code on github here: <a href="https://github.com/alicia86/roll20-character-sheets/tree/master/Star%20Wars%20Saga%20Edition" rel="nofollow">https://github.com/alicia86/roll20-character-sheets/tree/master/Star%20Wars%20Saga%20Edition</a>
Alicia, it was reported there are issues with casing in field names, you might want to try converting them to lower case and see if it helps. Per Actoba "The issue is, in a repeating section only, that if you include a mixed case (or all upper case) attribute name in the calculation it fails to use the defined value for that field and instead only uses the default one. It does not fail if the attribute names are all lower case."
1402170013

Edited 1402170986
Alicia
Sheet Author
FeltZ said: Alicia, it was reported there are issues with casing in field names, you might want to try converting them to lower case and see if it helps. Per Actoba "The issue is, in a repeating section only, that if you include a mixed case (or all upper case) attribute name in the calculation it fails to use the defined value for that field and instead only uses the default one. It does not fail if the attribute names are all lower case." Failed to see that. Thanks I'll give it a try Edit: Changed all the internally called attribute names to lower case and still no dice. The main one that's not working is "pilotmod". All the others are working. Edit2 : None of the "skill checks" are being pulled into the auto-calc fields. IE deceptionmod, pilotmod
1402176329

Edited 1402176639
Actoba
Pro
Sheet Author
Riley fixed the mixed case attribute name issue a few days ago so that shouldnt be an issue @Alicia G - It's an issue with the system not knowing which PilotMod attribute you want to use. You have it defined once in the player tab in the skills section and again in the repeating section on your vehicle tab. Because you can reference attributes outside the repeating section it's this PilotMod thats being used...and unless you've filled in a level attribute it is blank which is causing your failure. Fill in the level, then adjust the pilot misc field on the player tab and you'll see the vehicle side update too. Example - I have a "banana" attribute and a 2nd "banana" attribute but the 2nd one is within a repeating section. Obviously the full name for the one in the repeating section is "repeating_sectionname_X_banana" but if i try to use the "banana" attribute within the repeating section it will first look for any "global" version of it before adding the "repeating_etc..." part thats appropriate for that row of the repeating section. Edi: The other ones you mentiuoned that were not working all use pilotmod as one of their variables...so it looks like 1 issue causing them all to fail.
Hi guys, On the Vampire: The Masquerade 2nd Ed Sheet, whenever you fill in a particular discipline or other trait (basically anything that isn't the basic information at the top of the sheet, it does not save the information. Help!
1402185886
Sam M.
Pro
Sheet Author
I'm not sure exactly how to say this, but number fields do some weird stuff when they're the last field in the row. Use the Mutants and Masterminds 3E sheet to see what I'm talking about. When you expand the sheet, the abilities and points sections move with the sheet instead of expanding with them. If I were to add a text field after the last number field in both of those sections, they wouldn't do that.
As Actoba said, you must use globally-unique names for your attributes...including between repeating sections and non-repeating sections. Change the name to something else (e.g. "subpilotmod" or whatever) and it should work fine.
Chance M. said: Hi guys, On the Vampire: The Masquerade 2nd Ed Sheet, whenever you fill in a particular discipline or other trait (basically anything that isn't the basic information at the top of the sheet, it does not save the information. Help! As it says at the top of this thread: Riley D. said: PLEASE do not post questions or concerns about specific game sheets in this thread.
Sam said: I'm not sure exactly how to say this, but number fields do some weird stuff when they're the last field in the row. Use the Mutants and Masterminds 3E sheet to see what I'm talking about. When you expand the sheet, the abilities and points sections move with the sheet instead of expanding with them. If I were to add a text field after the last number field in both of those sections, they wouldn't do that. This sounds like a CSS issue...are you sure it's something with the built-in CSS and not something with your sheet-specific CSS?
1402190647

Edited 1402190687
Michael H
Sheet Author
Using this in a CSS file breaks the sheet. content: "\00d7"; It simply inserts a ×
Heilemann said: Using this in a CSS file breaks the sheet. content: "\00d7"; Check your console log, you'll probably see: "Potential CSS security violation; character sheet template styling thrown out." It's not a bug, there are certain things that are filtered out for security reasons, and that type of Unicode escaping for low-byte values is one of them.
1402193473
Sam M.
Pro
Sheet Author
@Riley It might just be some weird CSS issue, or maybe lack of CSS, it doesn't really affect anything unless you try to make the sheet smaller, in which case fields will overlap other fields. It might have something to do with a row of inputs not being in a container that takes up 100% of its parent container, I can take a closer look at it when I get a chance and let you know what I find out.
1402195538

Edited 1402344670
Hi! I'm new to Roll20, but glad to see that character sheets allow us to autocalculate attributes and use them! However, I now have a problem: The GM made my character journal as Firstname "Nickname" Lastname, which is what I originally sent to him. However, sending 'Firstname "Nickname" Lastname's attack roll' and such to the tiny chat column is annoying, as is having to use the full name in macros. So I changed the character's name in the Journal to Firstname. The Pathfinder character sheet displays fine, but all attempts to use its values return defaults. Even from macros on the sheet! If I change the name back to Firstname "Nickname" Lastname, it works again. If I change it, but don't close and reopen it, macros report that both Firstname and Firstname "Nickname" Lastname are valid characters, returning default values for the former and correct values for the latter. What is going on here and how do I fix it?
@Scott, sounds like a token reference issue. Might want to have the GM re-associate the token after the name change.
1402326946

Edited 1402344650
I don't have a token yet, the game is tonight. I'm talking about rolling the macros included with the sheet, or typing them out manually in the chatbox to check different names. Turned out the DM had added Firstname and Nickname as extra names so I could talk as them -- this was causing the issue, and when he deleted them things worked as expected.
Are character sheets a GM only feature? The players in my campaign are reporting that they don't see the sheets in their characters' journal entries. Can anyone shed some light on this?
1402433502
Sam M.
Pro
Sheet Author
GMs have to select which sheet they're going to use for the game. It's an option under campaign settings.
I came across a character sheet issue this evening while making a character with a player. On the Vampire: The Masquerade character sheet, any text typed into the text boxes seems to vanish as soon as the window is closed. So, for example, while it saves the dots on disciplines, it does not save the names of the disciplines.
So, im pretty sure this has to be a bug in the system and not my character sheet.... When I close the journal entry on the character sheet tab, then reopen by shift double-clicking, it brings up the character sheet, but it is under the gm notes section on the main character info section. It took me a while to realize it because it is scrolled down to the point of the character sheet I was looking at before, and everthing on the character sheet works just fine, but it seems odd. One other thing I noticed that is not working quite the way I expected, but probably because I was using it wrong, not because its actually broken, is if you have a select that stores the same value for multiple options( i had one for finesse melee, regular melee, and ranged, so finesse and ranged both set to @{dexterity-mod} for the attack bonus) selecting one of the options with the duplicated value, will not neccesarily bring up the same option when you re-open the character sheet. The value will be right, just not always the label. This was inside a repeating weapon in case that matters, but i was able to work around it by adding ( ) to one of the values. I suppose I could have just changed the label, but in order to be able to read it I would have had to make it too large to fit nicely. Thanks for the awesome program, and constant updates.
1403023069
Lithl
Pro
Sheet Author
API Scripter
Roger A. said: So, im pretty sure this has to be a bug in the system and not my character sheet.... When I close the journal entry on the character sheet tab, then reopen by shift double-clicking, it brings up the character sheet, but it is under the gm notes section on the main character info section. It took me a while to realize it because it is scrolled down to the point of the character sheet I was looking at before, and everthing on the character sheet works just fine, but it seems odd. I've run into this as well, but I'd been unable to accurately reproduce the phenomenon. Roger A. said: One other thing I noticed that is not working quite the way I expected, but probably because I was using it wrong, not because its actually broken, is if you have a select that stores the same value for multiple options( i had one for finesse melee, regular melee, and ranged, so finesse and ranged both set to @{dexterity-mod} for the attack bonus) selecting one of the options with the duplicated value, will not neccesarily bring up the same option when you re-open the character sheet. The value will be right, just not always the label. This was inside a repeating weapon in case that matters, but i was able to work around it by adding ( ) to one of the values. I suppose I could have just changed the label, but in order to be able to read it I would have had to make it too large to fit nicely. It's good that you found a workaround, because it's not something that can really be overcome, I think. Choosing which option in the select to display would naturally be based on the attribute's value being compared to the options' values, so if you have options sharing a value you'll run into problems. Based on your workaround, it seems the values are being compared to the literal text in the HTML rather than being processed for the attribute first, so any change that produces the same value (eg, adding +0) would probably solve the issue as well.
So, when I update the max value of an attribute from the character sheet, in the Attribute & Abilities page the change is not reflected on the character sheet until I close and reopen the character for editing. Similarly, when the update is made from the API, it does not update on the character sheet immediately. Updating from the sheet updates the A&A tab right away, and the change is reflected in the API right away. It's cosmetic, but I just noticed it today, so I thought I'd mention it.