Thanks very much for getting back to me on this. I'll certainly check out the links you provided. I think I have seen some before as I have gone through the process of setting up to upload to the Git hub, but I'll review all of them to make sure there is nothing I am missing. I think I'll need to look into the translation files a bit more as this is something I am missing. The example I was copying from didn't have one (or I missed it, equally likely). I am still working on the sheet in a Sheet sandbox and it is 90% working as intended, although I am still working on a couple of bugs and am thinking of improving it with repeating sections (which I am still trying to get my head around). The sheet is for a published game called Red Markets, which uses a system where 2 d10s are rolled. One is red for the difficulty and one is black for success. Add your skill to the back and try to get over the red. If you have no ranks in the skill (defaulting) you try to roll under your key attribute for that skill (your Potential) in order to succeed. You might be right about the 2 buttons, but I am fairly happy with the checking code I have found, I just need to get it to display right. Code for the button is currently: <button type="roll" name="roll_skill" value="&{template:customRM} {{title=Unarmed Roll}} {{subtitle=@{character_name}}} [[ [[1d10]] + [[@{unarmed}]] + [[?{bonus|0}]] ]] {{firstroll=$[[0]]}} {{skl=$[[1]]}} {{bonus=$[[2]]}} {{total=$[[3]]}} {{poten=@{str}}} {{secondroll=[[1d10]]}}"></button> The roll consists of a 1d10 roll / the relevant skill (in this case Unarmed Combat) and a bonus if one is needed. The roll also captures: firstroll = the first d10 value skl = the value of the skill used bonus = the bonus (if any) applied total = the combined value of firstroll+skl+bonus poten = the value of the key attribute (Potential) for that skill. This is the difficulty of the skill roll if there is no points in the skill (roll under your potential) secondroll = a second d10 roll which functions as the difficulty of the skill roll if the skill has a value above 0 The RollTemplate code is currently (cut down version for simplicity): <rolltemplate class="sheet-rolltemplate-customRM"> {{#rollTotal() skl 0}} <!-- checks if the skill has no ranks and displays the defaulting display -->
<div class="sheet-key"><span class="black">Black: </span></div> {{#firstroll}}<div class="sheet-value"><span class="black">{{firstroll}}</span></div>{{/firstroll}} <div class="sheet-key"><span class="red">Red: </span></div> {{#poten}}<div class="sheet-value"><span class="red">{{poten}}</span></div>{{/poten}} <div class="sheet-desc"> Result: {{#rollLess() firstroll poten}} <span>Success</span> {{/rollLess() firstroll poten}} {{#^rollLess() firstroll poten}} <span>Failure</span> {{/^rollLess() firstroll poten}} </div><!--end of sheet-desc--> {{/rollTotal() skl 0}} {{#rollGreater() skl 0}} <!-- if the skill has ranks then roll normally -->
<!-- Lots more code in here -->
{{/rollGreater() skl 0}}
</rolltemplate> Currently it works okay except while it is sucessfully checking if skl = 0 and displaying firstroll and poten it is not outputting Success or Failure at the end. However, when I set poten to a fixed number in the code (e.g. 3) it works fine. I'll figure it out and it's a minor gripe at the moment. I hope that this answers some questions. I'll keep on plugging away in my spare time. Thanks again.