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[GURPS] - Sheet #1 - Thread 2

1712738427

Edited 1712738611
<a href="https://postimg.cc/gallery/G2KXPkt" rel="nofollow">https://postimg.cc/gallery/G2KXPkt</a> Please tell me, can you add an option to enable contrasting fonts? So that the font color is automatically selected relative to the background so that it is clearly visible. This would be incredibly useful, since there are a lot of color schemes, and keeping track of everything when changing is obviously not easy, which is why situations often arise when the font is almost invisible relative to the background, especially with my impaired eyesight. In the screenshots on the link, there are options when it is difficult for me to read the inscription due to the slight difference in colors between the background and the font...
1713120461
MadCoder
Pro
Sheet Author
Demon83 said: <a href="https://postimg.cc/gallery/G2KXPkt" rel="nofollow">https://postimg.cc/gallery/G2KXPkt</a> Please tell me, can you add an option to enable contrasting fonts? So that the font color is automatically selected relative to the background so that it is clearly visible. This would be incredibly useful, since there are a lot of color schemes, and keeping track of everything when changing is obviously not easy, which is why situations often arise when the font is almost invisible relative to the background, especially with my impaired eyesight. In the screenshots on the link, there are options when it is difficult for me to read the inscription due to the slight difference in colors between the background and the font... You're correct these themes are not ADA compliant. I didn't create these themes and they don't work well with a lot of the page elements. I'm starting to completely redo the html/CSS including creating themes that work with ADA better. This will take a massive amount effort because of how complicated the sheet is. For now, I'll try to mitigate some of the styles but I would also suggest avoid using some of the styles, like Fabric which causes all kinds of display issues. Thanks, Ken
1713156707
MadCoder
Pro
Sheet Author
Demon83 said: <a href="https://postimg.cc/gallery/G2KXPkt" rel="nofollow">https://postimg.cc/gallery/G2KXPkt</a> Please tell me, can you add an option to enable contrasting fonts? So that the font color is automatically selected relative to the background so that it is clearly visible. This would be incredibly useful, since there are a lot of color schemes, and keeping track of everything when changing is obviously not easy, which is why situations often arise when the font is almost invisible relative to the background, especially with my impaired eyesight. In the screenshots on the link, there are options when it is difficult for me to read the inscription due to the slight difference in colors between the background and the font... Hi Demon83,&nbsp; There's an update that should be available by Tuesday, 4/16/2024 depending on Roll20 availability, who are probably pretty busy working on Jumpgate. Took a while, but it should look much better, even with the Fabric theme. Thanks for the input! Ken
I'm not sure if this is just me or what but i've noticed that on chrome anytime you use the sheet in browser ever since the recent update it lags it out something fierce any time you try to scroll, but when using the popout it works perfectly fine. I don't have a way of recording this unfortunately but hopefully this is able to be fixed
1713222396

Edited 1713223314
Blue said: I'm not sure if this is just me or what but i've noticed that on chrome anytime you use the sheet in browser ever since the recent update it lags it out something fierce any time you try to scroll, but when using the popout it works perfectly fine. I don't have a way of recording this unfortunately but hopefully this is able to be fixed Actually nvm, i forgot i played just fine on the 8th so perhaps this was some sort of update on roll20's side or chrome itself being weird, i did test the sheet in blank game with an entirely new sheet and it still seemed to lag, only thing i did was click to open it and then use the scroll wheel to scroll up and down until it would freeze&nbsp;
1713320904
MadCoder
Pro
Sheet Author
Blue said: Blue said: I'm not sure if this is just me or what but i've noticed that on chrome anytime you use the sheet in browser ever since the recent update it lags it out something fierce any time you try to scroll, but when using the popout it works perfectly fine. I don't have a way of recording this unfortunately but hopefully this is able to be fixed Actually nvm, i forgot i played just fine on the 8th so perhaps this was some sort of update on roll20's side or chrome itself being weird, i did test the sheet in blank game with an entirely new sheet and it still seemed to lag, only thing i did was click to open it and then use the scroll wheel to scroll up and down until it would freeze&nbsp; Yeah, that's usually the case, when the sheets are loading funky, it's probably issues with the Roll20 server load.&nbsp;
1713321526

Edited 1715215733
Mike W.
Pro
Sheet Author
 GURPS Character Sheet Version 2.14.1  Dated: 04/14/2024, Released: 04/15/2024. • ENHANCEMENT : Improve contrast of colors for selected custom color theme. Requested and reported by Demon83. • ENHANCEMENT : Improve layout and better theme handling for the import tool. Requested and reported by Demon83. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to the GURPS 4 th Edition character sheet. Mike.
1714095710

Edited 1715215722
Mike W.
Pro
Sheet Author
 GURPS Character Sheet Version 2.15.0  Dated: 04/22/2024, Released: 04/23/2024. • NEW: Chat results now have their own set of styles to select from, the value will default to the current character sheet style. • ENHANCEMENT : Under Skills, a new subsection has been added named Familiarities. • USER ACTION: Any skill used to operate equipment, for example - Guns (Pistol), Driving (Automobile), and Electronics Operation (Communications), take a penalty when you are faced with an unfamiliar type of item. You should start updating the appropriate skill equipment Familiarities. (See Familiarity B169). • ENHANCEMENT : Under Skills, added popup tooltip for Show Skill Modifier notes (refer to the actual skill description). To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to the GURPS 4 th Edition character sheet. Mike.
1714935440

Edited 1714935495
MadCoder
Pro
Sheet Author
Crowdin Translation Services I missed this announcement. Roll20 revived the Crowdin translation services. Now, you can edit translations directly in the charactersheet, which must make it much easier for users to use. If you're interested in keeping the GURPS 4E translations up to date, please check out the improved translation services. Roll20’s RPG Character Sheets Translation Roll20’s Crowdin Ken
1715137953
vÍnce
Pro
Sheet Author
Totally missed that Crowdin change for translators. Very cool!
1715215697
Mike W.
Pro
Sheet Author
🆕 GURPS Character Sheet Version 2.16.0 🆕 Dated: 05/06/2024, Released: 05/06/2024. • ENHANCEMENT : Update Combat Tab &gt; Tools &gt; Demolition &gt; Fragmentation tool; added skill modifiers for hitting targets. • NEW: Added Breaking Bindings to Tools &gt; Structural tools tab. Based on Breaking Bindings rules from GURPS Low Tech Page 130. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to the GURPS 4 th Edition character sheet. Mike.
1716422125
Mike W.
Pro
Sheet Author
Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; line-height:107%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri",sans-serif; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} 🆕 GURPS Character Sheet Version 2.18.0 🆕 Dated: 05/20/2024, Released: 05/22/2024. • NEW: Melee and Ranged damage rolls automatically calculate Blunt Trauma Damage based on rules from Flexible Armor and Blunt Trauma B379. • ENHANCEMENTS : Updated GCS Roll20 Export Code • NEW: &nbsp; Added GCS Equipment. Other to Roll20 Inventory Export. • UPDATE : &nbsp; Updated Active Defense to replace "F" and "U" with an empty string. Example, "11U" is updated to "11" for a parry defense. Roll20 only allows numbers for defenses, otherwise the roll will not work. • BUG FIX : Fix bug with Vision Points. • ACTION : Please update your Roll20.js file, see Gear Icon &gt; Import &gt; GCS Instructions. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to this GURPS 4 th Edition character sheet. Mike.
1718197073

Edited 1718224050
While prepping a new game and testing the sheet out, I got this strange error. When rolling a Perception check, there are a few errors in the chat log and the notes for the roll are nonsensical (not mine). I wasn't rolling a parry here. Here's an image of the bug, below. Late edit: It does this with ALL rolls, not just Perception, be that attribute or skill roll.
1718250133
MadCoder
Pro
Sheet Author
Tommi said: While prepping a new game and testing the sheet out, I got this strange error. When rolling a Perception check, there are a few errors in the chat log and the notes for the roll are nonsensical (not mine). I wasn't rolling a parry here. Here's an image of the bug, below. Late edit: It does this with ALL rolls, not just Perception, be that attribute or skill roll. Thanks Tommi, I already made a fix and submitted a pull request, but it will likely be merged next Tuesday, since those are the only days Roll20 typically merges updates.&nbsp; Ken
1718588787

Edited 1719855048
Mike W.
Pro
Sheet Author
 GURPS Character Sheet Version 2.20.0  Dated: 06/11/2024, Released: 06/11/2024. • BUG FIX : Fixed bug where all rolls were showing the note "If parrying weapon is or less, check for breakage. B376." Reported by Niccy_Everson and Cal Godot.. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to this GURPS 4 th Edition character sheet. Mike.
Hi all. I noticed that the jumping stats don't seem to be calculating correctly. I've got a strength 22 character with a move of 7, and these values are all off according to the book.
1718782195
MadCoder
Pro
Sheet Author
Ken D. said: Hi all. I noticed that the jumping stats don't seem to be calculating correctly. I've got a strength 22 character with a move of 7, and these values are all off according to the book. Hi Ken D.&nbsp; The distance you're seeing is for no prep time, if you don't concentrate for two full seconds, all jumping distances are halved. If you click the checkbox next to "Prep" you will see the full value.&nbsp; B352. The jumping distance formulas&nbsp; assume you take the time to crouch&nbsp; and prepare for the jump. In combat,&nbsp; this takes two consecutive&nbsp; Concentrate maneuvers. Halve all distances&nbsp; if you jump without such&nbsp; preparation. Thanks for reviewing the jump tool. I double checked the formula and it is correct for the simple jump formula. There are a lot of factors that can affect the jump scores, since I'm paranoid and I haven't touched this code in a super long time,&nbsp; &nbsp; I'm going to do some more testing to make sure it's working correct. Thanks again,&nbsp; Ken
Thanks. I totally forgot about the prep time!
1719855076
Mike W.
Pro
Sheet Author
Sorry for the late post. 🆕 GURPS Character Sheet Version 2.21.0 🆕 Dated: 06/18/2024, Released: 06/18/2024. • ENHANCEMENT : Combat &gt; Defense Tab &gt; Active Defense. Updated Parry Heavy Weapon chart to round to decimal places. • BUGFIX : Fixed bug where the spell roll effective skill was using the ranged modifier tool instead of the spell modifier tool. • ENHANCEMENT : Updated the Sprint value to be based on the current encumbrance level. • ENHANCEMENT : Melee skill roll added the weapon weight. • ENHANCEMENT : For melee and ranged attacks, added a new tool that auto-calculates damage rolls based on thrust and swing damage. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to this GURPS 4 th Edition character sheet. Mike.
1720490400
Mike W.
Pro
Sheet Author
🆕 GURPS Character Sheet Version 2.22.0 🆕 Dated: 07/01/2024, Released: 07/02/2024. • BUG FIX : Fixed bug where base sprint value was not calculating correctly for zero encumbrance. • ENHANCEMENT : Combat &gt; Your Hit Locations tab. Added a checkbox to each armor layer. The checkbox indicates if the armor is "On" or "Off". Toggling the checkbox will update the armor summary. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to this GURPS 4 th Edition character sheet. Mike.
1721790024
Mike W.
Pro
Sheet Author
🆕 GURPS Character Sheet Version 2.23.0 🆕 Dated: 07/16/2024, Released: 07/16/2024. • BUG FIX : Updated the Roll20.json file link to point to Roll20's master repository, the other link was out of date. • BUG FIX : BUGFIX: Fix display of Sort &amp; Indent button, there was a style change that hid the button. • BUG FIX : GCS Exporter. Updated all skills to be treated as a string instead of a number because GCS can return an empty value for a number. Support from EMP TeemoMobile. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to this GURPS 4 th Edition character sheet. Mike.
Hi, I've been setting up character sheets with skills and combat macros for the first time. I just can't figure out why I'm not able to drag these using the die icon to the macro bar. My macro bar is functional and I am even able to drag the initiative icon, just not any of the macros marked by dice...
1723893100

Edited 1724491057
So, I'm not 100% sure if it's just me - but I've had at least a couple of my players also report this... It seems that autocalculations on the sheet sometimes just don't work until you hit "Resync", and sometimes it's very weirdly glitchy. For example, on ST, setting it to 10 points correctly calculates ST of 11, 30 points calculates ST of 13, but 20 points is no bueno and it will stay on the previous value, refusing to calculate 12. Values for melee weapon damage calculated using Damage Tool also "stick" and don't always update until I coax it into doing so by resyncing a lot and wiping out, then re-inserting the modifiers. Skills consistently don't update from point value changes beyond, like, 2 pts, unless I resync. Ranged attack calculator also does not always update now, but it's inconsistent - it'll break once in a session, and then work perfectly after. Not sure if that's relevant, but I am on Jumpgate beta in that game.
1724380581
MadCoder
Pro
Sheet Author
FlyingScoots said: So, I'm not 100% sure if it's just me - but I've had at least a couple of my players also report this... It seems that autocalculations on the sheet sometimes just don't work until you hit "Resync", and sometimes it's very weirdly glitchy. For example, on ST, setting it to 10 points correctly calculates ST of 11, 30 points calculates ST of 13, but 20 points is no bueno and it will stay on the previous value, refusing to calculate 12. Values for melee weapon damage calculated using Damage Tool also "stick" and don't always update until I coax it into doing so by resyncing a lot and wiping out, the re-inserting the modifiers. Skills consistently don't update from point value changes beyond, like, 2 pts, unless I resync. Ranged attack calculator also does not always update now, but it's inconsistent - it'll break once in a session, and then work perfectly after. Not sure if that's relevant, but I am on Jumpgate beta in that game. Hi FlyingScoots, If things are not updating correctly or in a timely fashion, it's almost always Roll20 server performance. If it's running slow, the updates will time out, preventing the sheet from updating correctly.&nbsp; Ken
MadCoder said: Hi FlyingScoots, If things are not updating correctly or in a timely fashion, it's almost always Roll20 server performance. If it's running slow, the updates will time out, preventing the sheet from updating correctly.&nbsp; Ken Gotcha. Welp. Thanks for the answer!
Hey! First of all, wanted to say, thanks a lot for keeping this sheet updated. Second, I thought I'd list a few minor glitches and other issues I noticed. 1) Various typos and other visual issues: This includes wrong rule references. One I found is: In ACC's tooltip from Combat/Ranged refers to Aim as B354, but it's B3 6 4. I then went through the gurps.html on the git to check and also noticed the following: The Team Effort section in Tools/General seems oddly sourced. It claims to reference B185 in multiple tooltips, but B185 is the middle of the Skills section, and while Crewman is on that page along with a similar concept for certain vehicle checks being made at average, that doesn't reflect this tool. I tried finding the corresponding rules in the Basic Set with no success, so unless I'm missing something, I'm pretty sure this is from a different sourcebook, although I don't know what that would be. Even if it's homebrew, I think it's a neat feature, and some players might rely on it so it should stay, but the tooltips should probably be fixed. This is all I found in terms of bad references, but then again, I only looked by Ctrl+F-ing the html file for B1, B2, etc while also skimming things a bit on account of the hundreds of references. I also didn't look for references to other books than the Basic Set, so if someone wants to verify the rest of the references, it's up to you. Macro tooltip typos: Only three I found was @{NAME|hit_points|max} where I'm fairly sure the second '|' should be a '_', as Roll20 uses '|' to separate characters and attributes/abilities in a Macro call. Indeed, it gives errors trying to find characters by the name of "[Actual Character Name]|hit_points" if the max HP is referenced this way. The other two are the same typo present for User Pool 1 and 2. (The custom pools.) And finally one other typo that might be best left as is, if only to make sure it doesn't mess up people's sheets: the simpler Hit Location table in Combat/Defense has pretty consistent naming for the 3 collumns, where each row has the same names just with the location name swapped out, except for "Groin" which in the DR collumn is mispelled 'groind'. That is not the tooltip, but the actual attribute name (the tooltip has the same typo, but it's not really a typo since it accurately names the attribute as 'groind'. This is inconsequential since like I said the tooltip is accurate, but I thought I'd list it because it might have something to do with the first example in the next point, depending on how things are coded. 2) Certain fields return their default value rather than their current value. This includes all of the right most collumn of the simpler version of the Hit Location tracker in Defense (the names and hit penalties collumn can be read, but not the DR collumn, which possibly coincidentally has the 'groind' typo in one of the fields), as well as the hit_points_max and user_pool1/2_max attributes (which, again, has a typo but only in the tooltip. Not sure how code works, but the issues could be tied to the typos since it popped up in both locations I noticed). Weirdly, the Max HP attribute is calculated correctly for the purposes of Token display when using hit_points as the tied attribute. It is only when being referenced from Macros that the default value of 10 is returned instead. Specifically for the Max HP attribute, I thought I'd mention a workaround for others who want to reference it in a macro: You can simply reference "hp_verge" instead and multiply it by (-1). HP Verge is when a character is at negative max hp and has to start rolling death saves. hp_verge returns the correct negative of max_hp Finally, Roll abilities from repeating tables seem to be found by the Macro system, as referencing them as abilities does not throw an error, but they do not execute the command. For example, using "%{[character_name]|repeating_skills_$0_skillroll}" seems to process, and Roll20 doesn't complain that the ability doesn't exist, but it doesn't execute the first skill's skill roll the way the dice button would. If possible, adjusting this would be very useful for custom macro purposes. I think this might be a result of the same issue, as if the initial, default value of these abilities is null, then Roll20 might be doing nothing when these abilities are called because it's returning their default value instead of their current value. 3) The Custom Pools don't seem to have their Max and Current values synced up properly, in that they cannot be set as Token attributes. (Well, user_pool1 and user_pool2 can be set, but they only show the current value, it doesn't fill in the Max with the max field.) And with that done, I'd like to just add a single wishlist item: I think it would be handy if the Ranged weapons repeating lines had an extra field next to shots for loaded. As is, things can get pretty crowded in that field for firearms, since most of them include a +1, and the reload speed goes into the same field, so for a simple pistol the Shots field usually looks like "12+1/12+1 (3)" which is pretty cramped. In fact, in practice writing just so much as 12+1/12+1 already cuts off the second +1.&nbsp; For the ease of keeping track of shot bullets, I think it would be nice to have that separate field for what's actually in the gun at the moment, so players don't need to be careful adjusting their available ammo. Increasing the width would also work, though I'm personally a fan of having them be separate fields so people can make custom macros referncing these things. Alternatively, it might make sense to instead create a collumn for the reload speed specifically, as that would also leave more room for ammo to be displayed, though like I said, 12+1/12+1 is already too much for the current size of the Shots collumn. Oh and one minor recommendation: Currently the Inventory complains if one enters in a decimal value with more than 3 digits past the decimal point for weight on an item, but still seems to calculate them correctly. If this is something done by the sheet, and not a Roll20 default, I think it would make sense to increase the allowance, as some entries in GURPS books (such as certain Ammo in High Tech) can go up to 4 digits.
Hi there, I really love these sheets! Especially how they have the little notification about updates on them. I really like seeing how active you guys are with keeping them up to date, thank you so much for that!! I did have a small feature request though! Do you think it'd be possible to add the ability to configure custom skill limits? for instance setting the sheet so that a skill could not exceed a target of 25. Or whichever number the user punches in? This would also ideally cap the roll even if it was modified by the " Modifier" field at the top of the skill sheet.
1725167961

Edited 1725168076
MadCoder
Pro
Sheet Author
Spriteanon said: Hey! First of all, wanted to say, thanks a lot for keeping this sheet updated. Second, I thought I'd list a few minor glitches and other issues I noticed. 1) Various typos and other visual issues: This includes wrong rule references. One I found is: In ACC's tooltip from Combat/Ranged refers to Aim as B354, but it's B3 6 4. I then went through the gurps.html on the git to check and also noticed the following: The Team Effort section in Tools/General seems oddly sourced. It claims to reference B185 in multiple tooltips, but B185 is the middle of the Skills section, and while Crewman is on that page along with a similar concept for certain vehicle checks being made at average, that doesn't reflect this tool. I tried finding the corresponding rules in the Basic Set with no success, so unless I'm missing something, I'm pretty sure this is from a different sourcebook, although I don't know what that would be. Even if it's homebrew, I think it's a neat feature, and some players might rely on it so it should stay, but the tooltips should probably be fixed. This is all I found in terms of bad references, but then again, I only looked by Ctrl+F-ing the html file for B1, B2, etc while also skimming things a bit on account of the hundreds of references. I also didn't look for references to other books than the Basic Set, so if someone wants to verify the rest of the references, it's up to you. Macro tooltip typos: Only three I found was @{NAME|hit_points|max} where I'm fairly sure the second '|' should be a '_', as Roll20 uses '|' to separate characters and attributes/abilities in a Macro call. Indeed, it gives errors trying to find characters by the name of "[Actual Character Name]|hit_points" if the max HP is referenced this way. The other two are the same typo present for User Pool 1 and 2. (The custom pools.) And finally one other typo that might be best left as is, if only to make sure it doesn't mess up people's sheets: the simpler Hit Location table in Combat/Defense has pretty consistent naming for the 3 collumns, where each row has the same names just with the location name swapped out, except for "Groin" which in the DR collumn is mispelled 'groind'. That is not the tooltip, but the actual attribute name (the tooltip has the same typo, but it's not really a typo since it accurately names the attribute as 'groind'. This is inconsequential since like I said the tooltip is accurate, but I thought I'd list it because it might have something to do with the first example in the next point, depending on how things are coded. 2) Certain fields return their default value rather than their current value. This includes all of the right most collumn of the simpler version of the Hit Location tracker in Defense (the names and hit penalties collumn can be read, but not the DR collumn, which possibly coincidentally has the 'groind' typo in one of the fields), as well as the hit_points_max and user_pool1/2_max attributes (which, again, has a typo but only in the tooltip. Not sure how code works, but the issues could be tied to the typos since it popped up in both locations I noticed). Weirdly, the Max HP attribute is calculated correctly for the purposes of Token display when using hit_points as the tied attribute. It is only when being referenced from Macros that the default value of 10 is returned instead. Specifically for the Max HP attribute, I thought I'd mention a workaround for others who want to reference it in a macro: You can simply reference "hp_verge" instead and multiply it by (-1). HP Verge is when a character is at negative max hp and has to start rolling death saves. hp_verge returns the correct negative of max_hp Finally, Roll abilities from repeating tables seem to be found by the Macro system, as referencing them as abilities does not throw an error, but they do not execute the command. For example, using "%{[character_name]|repeating_skills_$0_skillroll}" seems to process, and Roll20 doesn't complain that the ability doesn't exist, but it doesn't execute the first skill's skill roll the way the dice button would. If possible, adjusting this would be very useful for custom macro purposes. I think this might be a result of the same issue, as if the initial, default value of these abilities is null, then Roll20 might be doing nothing when these abilities are called because it's returning their default value instead of their current value. 3) The Custom Pools don't seem to have their Max and Current values synced up properly, in that they cannot be set as Token attributes. (Well, user_pool1 and user_pool2 can be set, but they only show the current value, it doesn't fill in the Max with the max field.) And with that done, I'd like to just add a single wishlist item: I think it would be handy if the Ranged weapons repeating lines had an extra field next to shots for loaded. As is, things can get pretty crowded in that field for firearms, since most of them include a +1, and the reload speed goes into the same field, so for a simple pistol the Shots field usually looks like "12+1/12+1 (3)" which is pretty cramped. In fact, in practice writing just so much as 12+1/12+1 already cuts off the second +1.&nbsp; For the ease of keeping track of shot bullets, I think it would be nice to have that separate field for what's actually in the gun at the moment, so players don't need to be careful adjusting their available ammo. Increasing the width would also work, though I'm personally a fan of having them be separate fields so people can make custom macros referncing these things. Alternatively, it might make sense to instead create a collumn for the reload speed specifically, as that would also leave more room for ammo to be displayed, though like I said, 12+1/12+1 is already too much for the current size of the Shots collumn. Oh and one minor recommendation: Currently the Inventory complains if one enters in a decimal value with more than 3 digits past the decimal point for weight on an item, but still seems to calculate them correctly. If this is something done by the sheet, and not a Roll20 default, I think it would make sense to increase the allowance, as some entries in GURPS books (such as certain Ammo in High Tech) can go up to 4 digits. Thanks&nbsp;Spriteanon for looking into the Character Sheet and the source code!&nbsp; Fixed In ACC's tooltip from Combat/Ranged refers to Aim as B354, changed to B364. - pull request will be made on Sept. 2nd, hopefully merged on Sept. 3rd. Macro Toolips max is a special naming scheme used by Roll20. There should be a normal input, like "hit_points", then there's another input that has max appended to it, "hit_points_max". The former input represents the current hit points while the second one is used for the max value. If "hit_points" is assigned to a token attribute, the maximum is automatically pulled from "hit_points_max". You shouldn't get any syntax errors. Here's some code and screenshots showing that max is working correctly. Based on Roll20 instructions, the macro should look like this " /roll 1d20 + @{Guard | Intelligence | max}" see "max" macro ```macro /em current hit points: @{Artillery Mage|hit_points} /em max hit points: @{Artillery Mage|hit_points|max} ``` ```macro /em current pool 1: @{Artillery Mage|user_pool1} /em max pool 1: @{Artillery Mage|user_pool1|max} ``` ```macro /em current pool 2: @{Artillery Mage|user_pool2} /em max pool 2: @{Artillery Mage|user_pool2|max} ``` &nbsp; Team Effort The Team Effort section in Tools/General. Please refer to GURPS Basic Set Characters page 185, there's a callout box titled, "Team Efforts". See the attached screen shot. Simple hit location table Good catch! I never used this table before, except to add the macro tooltips, and it was created before Mike W and I started working on the sheet. The spelling bug is a little annoying, there are similar spelling issues, but you're correct, we're kind of stuck with it. Another good catch, the macro is returning wrong values for the DR fields. That's because the fields were named incorrectly, an input name can only end with "_max" if there's another input with the same name. There's no easy fix for this, which means macros for simple hit location table DRs are broken. I don't know what the original intention was, maybe there was going to be a field for the current DR value.&nbsp; Custom Pool and Token Assignment I didn't encounter any issues when trying to use user_pool1 with a token. Please see the screenshot. Ranged Table Shots field, yes this field needs revision! On hold for now, waiting for design direction documentation which is currently under construction. There is very little room to add new fields to the table and we're trying to come up with ideas.&nbsp; Inventory table. I don't see an error message when entering a weight with 4 decimal places. The subtotal does round down to three decimals, which was by design, and I know Mike W and another developer worked on how the rounding works. Do you just want the subtotal to be rounded to 4 decimal places? I can check with Mike W but it should be easy to do.&nbsp; Thanks! Ken
1725168781
MadCoder
Pro
Sheet Author
Kitty Darkling said: Hi there, I really love these sheets! Especially how they have the little notification about updates on them. I really like seeing how active you guys are with keeping them up to date, thank you so much for that!! I did have a small feature request though! Do you think it'd be possible to add the ability to configure custom skill limits? for instance setting the sheet so that a skill could not exceed a target of 25. Or whichever number the user punches in? This would also ideally cap the roll even if it was modified by the " Modifier" field at the top of the skill sheet. Thank you Kitty Darkling! Would you want this cap applied to just skills or other rolls, like spells, and the attack tables for melee and ranged weapons? Thanks, Ken
1725334757
Senjak
Pro
Sheet Author
Hello! I'm seeing a problem with spells on the character sheet, version Version: 2.23.0 Pull Request: 7/16/2024. Basically every so often the calculation applies everything but the Magery/PI/Bonus Level to a spell. This seemed to get messed up if I tabbed through the fields or just clicked on the fields that needed to be updated.&nbsp; I've been seeing this problem on both Firefox and Chrome. Nothing I did appeared to correct the behavior until clicked my Magery/PI/Bonus Level to Zero, clicked outside of the box, and then clicked my bonus back to what it should have been. I hope that information is enough to point you in the right direction to patch this issue.&nbsp; Thanks for giving the time to making an otherwise amazing sheet!
1725503729
MadCoder
Pro
Sheet Author
Senjak said: Hello! I'm seeing a problem with spells on the character sheet, version Version: 2.23.0 Pull Request: 7/16/2024. Basically every so often the calculation applies everything but the Magery/PI/Bonus Level to a spell. This seemed to get messed up if I tabbed through the fields or just clicked on the fields that needed to be updated.&nbsp; I've been seeing this problem on both Firefox and Chrome. Nothing I did appeared to correct the behavior until clicked my Magery/PI/Bonus Level to Zero, clicked outside of the box, and then clicked my bonus back to what it should have been. I hope that information is enough to point you in the right direction to patch this issue.&nbsp; Thanks for giving the time to making an otherwise amazing sheet! Thank you Senjak,&nbsp; There was one bug that will be fixed on Tuesday, September 10th. If a brand new spell is added, a few of the modifiers are not correctly added (Magery is added correctly). I'm guessing this is what is happening to you. As a quick fix, changing the value for magery (it doesn't need to be zero), changing the values for spells that are "ON" or "CONCENTRATING" and the other mod box should update all the spells to the correct level. It is a slow update, since you can actually see the numbers change one at a time (especially on a long spell list), instead of all at once. I think if the updates are really slow (due slow internet, Roll20 servers handling a lot of requests, etc.) that some of the spells don't get updated correctly.&nbsp; Ken
MadCoder said: Thank you Kitty Darkling! Would you want this cap applied to just skills or other rolls, like spells, and the attack tables for melee and ranged weapons? Thanks, Ken Well for my purposes, being able to do this with just skills and attack rolls would be good enough, but being able to configure each tab (spells included) would be amazing! Perhaps a simple list of "Attribute, Combat, Skills, Spells" and being able to enter whatever you like for each. You could even set it to where "0" in the field would uncap it, and the defaults for the sheets could be: Attribute: 0 Combat:&nbsp; 0 Skills:&nbsp; &nbsp; &nbsp;&nbsp; 0 Spells:&nbsp;&nbsp;&nbsp; 16 To take the place of the "rule of 16s" option. So people could just set or unset caps to whatever they like! Also thank you so much for responding so quickly!!
1726107019
MadCoder
Pro
Sheet Author
Kitty Darkling said: MadCoder said: Thank you Kitty Darkling! Would you want this cap applied to just skills or other rolls, like spells, and the attack tables for melee and ranged weapons? Thanks, Ken Well for my purposes, being able to do this with just skills and attack rolls would be good enough, but being able to configure each tab (spells included) would be amazing! Perhaps a simple list of "Attribute, Combat, Skills, Spells" and being able to enter whatever you like for each. You could even set it to where "0" in the field would uncap it, and the defaults for the sheets could be: Attribute: 0 Combat:&nbsp; 0 Skills:&nbsp; &nbsp; &nbsp;&nbsp; 0 Spells:&nbsp;&nbsp;&nbsp; 16 To take the place of the "rule of 16s" option. So people could just set or unset caps to whatever they like! Also thank you so much for responding so quickly!! Good idea, I'll try adding that in, I don't have a definitive time line, but maybe in a week or two. Ken
1726108976
Mike W.
Pro
Sheet Author
🆕 GURPS Character Sheet Version 2.23.1 🆕 Dated: 09/10/2024, Released: 09/11/2024. • BUG FIX : A couple of translation updates and fixing a page reference for Aim. Suggested by Spriteanon and Uncle Mojo. • BUG FIX : When adding a brand new spell, not all of the modifiers were correctly added. This has now been fixed. To be kept posted on things happening with this character sheet, DM me and I will send you an invite to our Discord server dedicated to this GURPS 4 th Edition character sheet. Mike.
Hello everyone! Since the update to Jumpgate, both the GURPS spreadsheets in legacy mode and Jumpgate are experiencing the following issues: Reducing the points of a skill or attribute does not update that value, nor the skill/attribute level. Using a modifier and then reverting to the original value does not update the skill/attribute level. The weight in the inventory is not calculating correctly. The link with skills/attributes is also not updating. Thank you for your time! 4o
1727035740
MadCoder
Pro
Sheet Author
Daniel HK said: Hello everyone! Since the update to Jumpgate, both the GURPS spreadsheets in legacy mode and Jumpgate are experiencing the following issues: Reducing the points of a skill or attribute does not update that value, nor the skill/attribute level. Using a modifier and then reverting to the original value does not update the skill/attribute level. The weight in the inventory is not calculating correctly. The link with skills/attributes is also not updating. Thank you for your time! 4o Hi Daniel HK,&nbsp; The strange issue you are experiencing is probably not related to jumpgate, Roll20 did inform me that Jumpgate is for the VTT only and not for character sheets. However, other users have experienced this issue also and there's nothing I can do, whatever is happening it has something to do with the inner workings of Roll20.&nbsp; I encountered this issue once while testing, but after adjusting either a parent trait or point cost a few times it started working. My best guess is since updates are saved whenever a value is changed is that there's speed issues with the browser, internet, or the Roll20 servers. I did submit a ticket to Roll20, maybe they can figure it out. Thanks, Ken
MadCoder said: Daniel HK said: Hello everyone! Since the update to Jumpgate, both the GURPS spreadsheets in legacy mode and Jumpgate are experiencing the following issues: Reducing the points of a skill or attribute does not update that value, nor the skill/attribute level. Using a modifier and then reverting to the original value does not update the skill/attribute level. The weight in the inventory is not calculating correctly. The link with skills/attributes is also not updating. Thank you for your time! 4o Hi Daniel HK,&nbsp; The strange issue you are experiencing is probably not related to jumpgate, Roll20 did inform me that Jumpgate is for the VTT only and not for character sheets. However, other users have experienced this issue also and there's nothing I can do, whatever is happening it has something to do with the inner workings of Roll20.&nbsp; I encountered this issue once while testing, but after adjusting either a parent trait or point cost a few times it started working. My best guess is since updates are saved whenever a value is changed is that there's speed issues with the browser, internet, or the Roll20 servers. I did submit a ticket to Roll20, maybe they can figure it out. Thanks, Ken Thanks, Ken! I hope they fix this soon!
1727406706
MadCoder
Pro
Sheet Author
Daniel HK said: MadCoder said: Daniel HK said: Hello everyone! Since the update to Jumpgate, both the GURPS spreadsheets in legacy mode and Jumpgate are experiencing the following issues: Reducing the points of a skill or attribute does not update that value, nor the skill/attribute level. Using a modifier and then reverting to the original value does not update the skill/attribute level. The weight in the inventory is not calculating correctly. The link with skills/attributes is also not updating. Thank you for your time! 4o Hi Daniel HK,&nbsp; The strange issue you are experiencing is probably not related to jumpgate, Roll20 did inform me that Jumpgate is for the VTT only and not for character sheets. However, other users have experienced this issue also and there's nothing I can do, whatever is happening it has something to do with the inner workings of Roll20.&nbsp; I encountered this issue once while testing, but after adjusting either a parent trait or point cost a few times it started working. My best guess is since updates are saved whenever a value is changed is that there's speed issues with the browser, internet, or the Roll20 servers. I did submit a ticket to Roll20, maybe they can figure it out. Thanks, Ken Thanks, Ken! I hope they fix this soon! Hi&nbsp; Daniel HK ,&nbsp; I received a reply from Roll20. It is an issue they are aware of and it's affecting other sheets. I also hope they find a solution soon. Ken