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Iron Kingdoms Character Sheet

I am working- slowly- on making an Iron Kingdoms character sheet. Since I know next to nothing about html, its a struggle. A very frustrating struggle. Basically, I would love to know if anyone has worked on a sheet for the game, and any kind of pointers when writing the code. Even a half finished character sheet would be a wonder for me. Thanks for yawl's time.
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Lithl
Pro
Sheet Author
API Scripter
Chad H. began work on an IKRPG sheet a while back. I don't know how close he is to completion, but his existing code is on GitHub , forked from the official repository.
This is awesome. Many thanks to both you and him.
Okay. I have a character sheet. It's not super pretty, but its more than functional. I tried to muscle through submitting to Github, but the process is kicking my backside and making feel bad. I'm just not grasping it. I've looked through the wiki, and tried to follow its instruction, but to no avail. Anyone have an even more simplified set of instructions then what's on the roll20 wiki? I could use some real-time help, via some kind of chat/voice program, but failing that...well, I'll think of something. I am sending a message to Chad H., and hopefully he'll like the progress.
1418775789
Finderski
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Sheet Author
Compendium Curator
Brian helped me out with github on this forum post ...Perhaps it will help you? It contains a lot of step-by-step instruction on what I had to do, etc.
Whelp, I guess I should have checked here first. I started working on an IKRPG char sheet this morning, and I'm about halfway through it now. John, have you made any progress getting Github figured out? I haven't had any experience with it before either, though I haven't gotten that far yet. Message me if you want to take a look at what I have, or if you want me to take a look at what you have.
PM sent. I really need to take a crack at github again. Maybe I'll figure it out his time.
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I'll be starting a Iron Kingdoms game in a few week & am very excited to see your character sheet on github. Thanks for putting one together!
1419058392
Finderski
Plus
Sheet Author
Compendium Curator
William - as a Mentor, you don't need to wait for it to hit github; if you can get the html and css files you can do a custom character sheet until the github thing is figured out.
William G., if you want, I can send you the sheet html and css via e-mail. It still is a work in progress, but as of now, its usable. And the more people who use it, the more mistakes that get found and fixed, and the better it will be.
Great, I'll PM you.
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Edited 1419079666
Coal Powered Puppet
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Sent. I have since added a background image (parchment, if it matters) and fixed a spelling. Edit: Ken W. had some really neat tab buttons and a good layout on his statistics, so I might grab/add that later.
So, those who have the sheet: any improvements yawl can think of? A change to the background image or anything?
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Wow, this character sheet really makes people who love "House Keeping" side of RPGs like me happy. The ability to hide & show what you want is great. It really allows you track every thing, which is really important to me. This sheet will make my job as a GM much easier. I could litterally check everything about a character in this one spot- even including specifical how they spent EXP. No more excuses about forgeting if you had something or not in your inventory and how much ammo you have left! If there was a place to expand on this- it would possibly be a way to track Wealth expenditures. Kinda like in this character sheet I did below. Let me know if you want the coding for this. Great sheet! This would be a great addition to the Github! As for recommendations.. Is there any way to get a Life spiral?. Then we could link it to a token's 3 bars & it could automatically adjust the dots in the sheet? The life spiral to me screams what makes IK unique compared to other systems. Unfortunately- My coding foo' is not good enough to accomplish this & I won't be of any help. And a place to track current feat points? A cool steampunk boarder around the outside would also be neat- to separate the parchment from the white background.
I am working on a background closer to the steampunk background (involves a lot of web searching for the "prefect" background), and the web spiral...well, in the CSS Wizardry page shows how to do spirals, so...maybe I can figure it out.
Oh yeah; we are currently using the three "bubbles" that pop up when you click the token in roll20 for tracking damage. I have them listed as "physique_health", "agility_health" on the character sheet (though hidden). Here is the newest version , with repeatable inventory purchases and a new background:
1419363835
B Simon Smith
Marketplace Creator
what does the background need? I might be able to throw something together real quick.
I found a steampunk-ish background, and its currently on the sheet, but if you know how to make decrative borders, that would be awesome. What I am imagining are some that wrought iron decorative vines and spikes that sometimes top the fences and walls of ancient, Victorian houses. More appropriately, a series of gears and cogs running along the border would be better. Not that I have any idea how to do these things.
1419538685
B Simon Smith
Marketplace Creator
Now to hunt down the pixel size of a character sheet so I can make sure the borders fit.
1419605666
Finderski
Plus
Sheet Author
Compendium Curator
If you're talking about the roll20 Character Sheets, then the pixel size is right around 810px if you don't want any scrolling. I've seen 840px work, but that may have been because I'd resized the character sheet window and it retained that dimension. in my latest testing with a new character, 810px seems to be the sweet spot. One thing I've also discovered (and it may be I'm just doing something wrong), you'll want the sheet to be seamless, because I can't seem to get the image to freeze in place. Whenever I use no-repeat and freeze (or whatever the CSS is--I'm not at home at the moment) the image freezes in place so when you move the character sheet window, the image doesn't move with the sheet. Kinda weird. Anyway, hope this helps.
Also, if anyone knows how to bring the dropdown menus on to the same level as all the other entries on that row, please let me know.
1419738852
Lithl
Pro
Sheet Author
API Scripter
John W. said: Also, if anyone knows how to bring the dropdown menus on to the same level as all the other entries on that row, please let me know. Add margin-bottom: 0 to the style for select dropdowns.
Brian said: Add margin-bottom: 0 to the style for select dropdowns. [several cuss word laden phrase expressing both shock and amazement] That worked beautifully! And so much simpler than what I was trying. You have no idea how bothersome that particular aspect was for me, but I was too busy to find a solution (or simply happy the drop-down worked , never mind how it looked). Thank you so very much.
We played using your sheet last night! The link to the stream is below. This was our first play through of the system, so we may have done some things wrong. <a href="http://www.twitch.tv/williamx232/c/5768307" rel="nofollow">http://www.twitch.tv/williamx232/c/5768307</a> A few things that tripped us up (that I can remember off the top of my head) I saw the mighty selection for combat after the game, but couldn't find an option for players running with the Virtuoso Achetype feat. Which allows players to roll 3d6k2 on attacks and damage with a selected weapon type. No place to track feat points, so we tracked it in the character's bio-section. The attacking was a little confusing, when it would ask us how many bonus die- we would put 1.. but it only seemed to add 1 to the total instead of rolling a die. It didn't ask for modifiers, so we did a little bit of math ourselves to determine if we hit despite the character sheets calculating it for us. Just to name the ones I can remember. I'll keep you updated when we play again. But the players took to the sheet very well- most of them dived right in and completed character creation purchases without my help & It was very easy to double check. They liked having all the information in one spot so they didn't have to keep a book open nearby to figure out what abilities did. We're loving all the work you've put into the sheet!
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Edited 1419826575
Coal Powered Puppet
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Notes from the Streaming (made it only 30 minutes so far): I want your map of the realm. That is beautiful. "Requisition and Acquisition Officer". I could hear the smile. Awesome. Chief Engineer of Naps. More awesome. Budget: medical supplies 1%, bribes 5%. Priorities! Fire always makes a good start. Nice! On the sheet: I figured it was easier to add dice, and manually subtract the lowest dice than working in a whole another button. I could add in a Virtuoso switch/button, if it is really important. edit: I see now that Virtuoso is very important to anyone with it. So, yeah, I'll make a button. I will add a feat tracker. It might be easier to use the "icons" on the tokens. I will check the dice rolling. You can mouse over the dice rolls in the chat to check them. Modifiers would be rough. Like I said, this the firs sheet I ever made. I'm not sure how to put global modifiers (night, mist, spells), so I figured simple math would work. BUT, would asking for modifiers be appropriate? I can put that in; it just seemed like it would be annoying for every dice roll. Initiative button auto-adds the character to the tracker if the token is selected. Otherwise, it just rolls. Thanks for the feed back. I'm going to go back to watching your game.
Okay, I updated the files, and they are in the Google Drive folder. This I did: Slight clean up on basic tab Put a clickable number in the basic tab (0 to 3) to track feat points. Checked the "extra dice" buttons- they seem to work fine. At least, they seem to. Added a Virtuoso button at the back end of each weapon entry. You can thank "Tariel" (the mage hunter) for that one. Notes: buttons from non-repeating areas of the sheet can be dragged to the various macro bars. Skills, initiative, etc can do it, but not weapons. Should there be a modifier pop up when you make an attack or skill roll? Or just do the math? ...and now I want to play in your game. This is your fault, and I will not forgive you for it.
The sheet is on Github ! SteveKoontz has been a huge (and patient) help to making this happen. So, for those helping with this: thank you very much for your input thus far, and please feel free to keep at it. Any and all ideas, improvements, and what-not will be appreciated. Even if you're not going to do the coding, I'd love to get the ideas and suggestions.
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Greetings! I've run into an issue with what I believe to be this sheet, but I'm not really sure how to dig out much detail about the cause. I'm new to roll20.net, but I'm in the process of preparing an Iron Kingdoms campaign. I've selected the "Iron Kingdoms RPG" character sheet in the Campaign Settings. However, when I create a character and select their "Character Sheet" tab, all I get is text HTML, not the character sheet's form. The leading &lt; character of the HTML has been replaced with an invalid character. I've since tried a couple of other character sheets in the same campaign (swapped out at Campaign Settings), and they display fine. It seems to be centered around this sheet as far as I can tell. JavaScript identifies the leading character as character code 61184, using "$$('.charsheet.tab-pane').item(0).innerHTML.charCodeAt(0);" in Chrome with the character sheet open. I glanced at the HTML file on github, and it looks correct there, so it could reasonably be modified somewhere inbetween github and actual rendering. Does anyone else see a similar issue?
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Edited 1420202039
Coal Powered Puppet
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Sheet Author
...yes. I am seeing that too. Gonna take a closer look now. Edit: Yeah, that's not cool. As far as the html goes, it looks right. But its not good on the character sheet. And yer right, the lead "&lt;" is...something else.
1420219669
Lithl
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Sheet Author
API Scripter
Erdenshire T. said: JavaScript identifies the leading character as character code 61184, using "$$('.charsheet.tab-pane').item(0).innerHTML.charCodeAt(0);" in Chrome with the character sheet open. I glanced at the HTML file on github, and it looks correct there, so it could reasonably be modified somewhere inbetween github and actual rendering. The leading character in the file is actually 0xFFEF (61184 is 0xEF00), a little endian byte order mark. It exists on GitHub as well (and on the CSS file), but a BOM is an invisible character. Roll20 does not handle BOMs on character sheets and throws out CSS files with them.
Brian said: The leading character in the file is actually 0xFFEF (61184 is 0xEF00), a little endian byte order mark. It exists on GitHub as well (and on the CSS file), but a BOM is an invisible character. Roll20 does not handle BOMs on character sheets and throws out CSS files with them. That makes sense. Admittedly, I just looked at the files in the Github text-file viewer and raw view, rather than downloading them and inspecting them locally. I should have noticed that Github identifies the .html and .css files as "Binary files" too. Whoops!
1420224760
Lithl
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Sheet Author
API Scripter
I'd also like to point out that the JSON file instructions property says to look at the instructions text file. Which A) doesn't exist on Git Hub, and B) isn't accessible to anyone selecting the sheet from the campaign settings page.
Re-saved the files as ANSI, pushed it up to github. This is my first time making a character sheet, so...what kind of instructions do you need? What should I include?
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Lithl
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API Scripter
John W. said: This is my first time making a character sheet, so...what kind of instructions do you need? What should I include? It varies by game. You can look at the existing sheets to get an idea of what others have done. Some don't really put anything (BFRPG has "Sheet for Basic Fantasy RPG." for example), some have a simple short description of what the sheet is capable of, some list the available attributes, and some have instructions for how to use the sheet, especially if you need to do anything extra. The instructions are rendered with Markdown , which you can test here if you don't have confidence in your own capability writing it. (Although I don't think images work.) If you want to insert a new line in the instructions for a sheet, use \n for the newline character. (A new paragraph in Markdown is two newlines, so you'd use \n\n.) Compare the instructions in my DFRPG/sheet.json: "instructions": "This sheet is multipurpose, fulfilling the needs for player and non-player characters, as well as for city-building. For a journal entry used in city-building, only the tabs \"City\", \"Locations\", and \"Faces\" need to be used. Fully-realizzed characters such as PCs will need the \"Character\" page, and the \"Worksheet\" page is provided to assist in character creation.\n\nInput fields which are not within repeating sections will display the attribute as a tooltip when hovering your mouse over them. For example, hovering your mouse over the Player box will display `@{player}`. This is also true of the six roll buttons on the character sheet, which will display the ability you have access to (eg, `%{superb}`). Not shown on the sheet, but available for use in macros, are the abilities `%{poor}` and `%{terrible}`.\n\nAttributes located within repeating sections do not have tooltips, because accessing them from macros is not officially supported by the system at this time." to the rendered instructions for Dresden Files RPG: This sheet is multipurpose, fulfilling the needs for player and non-player characters, as well as for city-building. For a journal entry used in city-building, only the tabs "City", "Locations", and "Faces" need to be used. Fully-realizzed characters such as PCs will need the "Character" page, and the "Worksheet" page is provided to assist in character creation. Input fields which are not within repeating sections will display the attribute as a tooltip when hovering your mouse over them. For example, hovering your mouse over the Player box will display @{player} . This is also true of the six roll buttons on the character sheet, which will display the ability you have access to (eg, %{superb} ). Not shown on the sheet, but available for use in macros, are the abilities %{poor} and %{terrible} . Attributes located within repeating sections do not have tooltips, because accessing them from macros is not officially supported by the system at this time. (and now I see a typo in my instructions &gt;.&gt;)
1420233356
The Aaron
Pro
API Scripter
Be sure you run your sheet.json through a JSON validator. I like this one: <a href="http://www.freeformatter.com/json-formatter.html" rel="nofollow">http://www.freeformatter.com/json-formatter.html</a> because it will fix some problems automatically for you which will otherwise drive you crazy (embedded tab characters, for example).
Thanks! I'll take a look
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Edited 1420399920
Hello again! We played our second game last night and ran into a problem when copying tokens from page to page. It would either erase the numerator or denominator in the Agility, Intelligence or physique health bars on copied and pasted tokens. I think it may be indicative of the character not having both the max and current health values added to the attributes to save and edit. Are we setting the wrong stat to track? Thx!
You are right. There is only "attribute_health", not "attribute_health_max). I could add that, if you need it. The intent was to have the max trait fill out, but I see the issue with that. I am currently- among other things, working on the damage track. Once that is done, it should (key word) deal with the bars. However, if you have any ideas how to improve/otherwise make nice looking damage track, please let me know. And how did the modifications work for you? Did your players like it? And why haven't I been invited into the game, hailed a hero by all, and crowned king yet?
Update here . Changes: New background & word coloring Basic Tab: feat tracker (clickable number that you cycle through 0-3), manual damage tracker (three columns, each with a black "blank" entry, a red, green or blue spot for undamaged health, and an "x" for damaged spots). Steamjack Tab: similar set up as the damage tab for its grid (cycling boxes that have a black box for non-existant boxes, a white box for undamaged, and a red "x" for damage). System boxes look like all the others, so that needs to be worked on. There is a "health max" for each attribute. So putting "agility_health" should fill in the damage boxes. Since Github hasn't finished any pull requests since I submitted the re-save, I have left the changes in on the google drive. Its saved as html and css files, respectively. I would LOVE more feed back on the sheet, especially on the damage tracker. It was a pain to set up, but it is unclear if its was worth it.
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Edited 1420667397
We'll certainly test the updated sheet soon. If ya wanna see more on players using the sheet, our second game can be found here <a href="http://www.twitch.tv/williamx232/c/5811306" rel="nofollow">http://www.twitch.tv/williamx232/c/5811306</a> It may shed some light on what players are struggling with as far as game play. We're excited to try out the new features though!
I am always excited to see my work helping some on else. But "struggling with" is not a good thing. I'll see what I can do.
Still watching the game; I've reached the part where a spray template was needed. I "cut out" some and dropped them into my game. It is located in the above folder; you might have to adjust them to suit your maps.
Hi John W. I'm terribly sorry, but the character sheet still doesn't work on my end - I'm still seeing that leading byte-order-mark when I try to use the sheet in a new campaign. Is there something I have to do to tell my campaign to pull the the latest version of the sheet?
It hasn't been updated yet. The pull request has been approved, but the change hasn't got through to roll20. As far as I can tell, each website has its own timing when updating from each other. I hope. The Ecplise Phase character sheet pull request was accepted at the same time that the Iron Kingdoms fix. Once the Eclipse Phase character sheet appears in the drop down menu, then the IKRPG sheet should be good to go. Again, I hope. I am still very, very new at this, and the Github process was very hard for me.
Darn. I saw the pull request disappear, but I didn't think about the time it might take to actually get integrated. Oops!
William G. , I love watching your games. I am also running a Witchfire game, and seeing the differences is pretty awesome, especially with the difference in characters and players. Needless to say, the father Dumas interaction was very different in my game, as was their parlay with the local dwarves (my group didn't get along so swimmingly). Here is what I saw about the players struggling with- correct me if I'm wrong- and possible solutions: Ranges This is based more on how the data is entered into the weapon and how the maps are set up. My maps are set to feet, and each increment is 6 ft. In the book, the effective range is listed in inches, and the extreme range is in feet. I could list put an entry that auto-calculates inches to feet, if that'll help. I hesitate, because of how busy that block is, but it is possible. Humor in skill checks Sorry; that's my fault. I got tired and bored while working the skills. I had intended- originally- for this just to be for my crew, and forgot to change the skill rolls to something a little less...joking. I'll apply a little more seriousness to the next update. Virtuoso The newest update (above) has a virtuoso button for each weapon entry. That should make the mage hunter and gobber's day. POW in weapons Not sure why that sole rifle didn't have a POW rating for the first couple of shots, but it looks like it got worked out. Let me know if this stays a problem. RAT In the individual weapon block, the RAT listed is for that weapon, including any attack modifiers added that's player submitted. So, if the Poise and Skill rating combined it 5, and the weapon has a -1 accuracy, then the weapon entry would show a RAT of 4. I can have the RAT simply show the skill plus attribute, and still have the roll use all the modifiers, if that would suit yawl better. Bunch of Skills Right now, I have separated Occupational skills from General skills, but that separation only matters while spending advancement points. I am thinking about putting them together and marking general skills some how. However, that is a lot of skills everyone is already scrolling through. I would love a way to cut back on what's show, but the only solutions I saw are entered skills (type in the skill name, select the attribute, and put in the ranks) in a repeatable table, or separate the skill table into even blocks hidden under check boxes. Now that I think about it, I could put instructions on how to build a skill macro, so for common skills, it can be easy to make token macros. That's about all I got so far. Tell me if there are any other issues. And let me know after you have the next game posted!
1420729217
Finderski
Plus
Sheet Author
Compendium Curator
John, if it helps take a look at the Savage Worlds Tabbed sheet. I solved the problem by having a configuration window that allows each player to select which skill to show. May help you with your last comment... Let me k me if you have any questions.
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Edited 1420750462
John W. said: I "cut out" some and dropped them into my game. It is located in the above folder; you might have to adjust them to suit your maps. Thanks! We were hurting bad for some templates. Roll20 certainly could make some money by releasing a generic "template" set to match popular games. How far are you in the witch fire trilogy? Do you also record yours? Range The range wasn't a problem beyond explaining it to the players, they were more fustrated at the book than the sheet. I think keeping it the way it is would be more preferable to having 4 boxes for range. Humor Yeah the skill roll for heavy art caught us off guard! I thought Noctum did it because he's funny enough to do it. By all means, please keep the jokes- they help with the repetitive nature to be able to laugh at what the character sheet just said. Virtuoso Awesome, we'll be using the virtuoso rolls for the next game. Pow I think the pow messed up because the player was typing to roll as opposed to rolling through his sheet. Rat & Mat I just referenced the book and the way you are doing it on the sheet is correct.The way you have it is great, just gotta get my players to realize where the modifiers are from. "Melee attack rolls use a character’s PRW + military skill + weapon attack modifier. On the character sheet, this is abbreviated as MAT, the character’s melee attack score with that weapon. Most ranged attack rolls use a character’s POI + military skill + weapon attack modifier. (Thrown weapon attacks use PRW + military skill + weapon attack modifier.) On the character sheet, this is abbreviated as RAT, the character’s ranged attack score with that weapon." Skills I'm ok with scrolling through the big list if that is easier on you. With practice, we will learn where skills lie. Thanks for all the work! We will certainly make sure to let you know when we play next & record.
In our game we reached just passed you; they have entered the witches tomb, and meet some of the bad guys there. I increased the number of the placed bad guys, because three just weren't enough. No, I don't record them; just not that tech savvy. In that case, I'm gonna keep the long list. G V. 's beautifully done, amazingly executed, and incredibly practical method of hiding/showing skills is kicking my backside. I'm not gonna lie; much more of the beating this code is giving me and I'm gonna crawl in the corner and cry. Thanks for the update. I will more certainly be watching for more of yawl games.
1420753206
Finderski
Plus
Sheet Author
Compendium Curator
John, when I get back I'll see if I can't boil it down a little more simply for you. I think the problem is the sheer amount of CSS I have to cover all the different skills. =) It's actually not all that complicated, I understand the struggle--it took me a bit to figure it out as well. But if everyone's cool with the list, that's easiest of all. And seriously, if you do decide you want to try and tackle it later, I'm happy to help answer questions. And if we get stuck, there's always Brian. ;)
That actually would be great. I can't say for sure that I'll put it in, but I would love to know how, at least.