
Hey, so I'm having an issue with a custom fork of the Dark Heresy 2nd ed. character sheet. Due to the inability to call repeatable field attributes outside of the sheet I added a few sections of the repeatable weapons but as normal fields. While these display fine and accept and commit data to the charaters attributes they do not seem to display attributes properly. After entering data in them that data gets commited to the attributes but after closing and reopening the character sheet those fields are again empty despite the attributes still being visible in the characters "Attributes and Abilities" section. In short: the character sheet doesn't seem to pull those fields from existing attributes when loaded and they revert to defaults.
Here is an example the section of altered code (everything else works fine as per the usual main DH2nd sheet):
Here is an example the section of altered code (everything else works fine as per the usual main DH2nd sheet):
<h3>Ranged Weapons (Main)</h3>
<fieldset>
<div>
<div>
<div style="width:15%">
<label>Name:</label>
</div>
<div style="width:55%">
<input name="attr_rangedweapon1name" type="text">
</div>
<div style="width:12%">
<label>Class:</label>
</div>
<div style="width:15%">
<input name="attr_rangedweapon1class" type="text">
</div>
</div>
<div>
<div style="width:12%">
<label>Range:</label>
</div>
<div style="width:10%">
<input name="attr_rangedweapon1range" type="text">
</div>
<div style="width:15%">
<label>Damage:</label>
</div>
<div style="width:15%">
<input name="attr_rangedweapon1damage" type="text">
</div>
<div style="width:10%">
<label>Type:</label>
</div>
<div style="width:18%">
<input name="attr_rangedweapon1type" type="text">
</div>
<div style="width:9%">
<label>Pen:</label>
</div>
<div style="width:9%">
<input name="attr_rangedweapon1pen" type="text" value="0">
</div>
</div>
<div>
<div style="width:9%">
<label>RoF:</label>
</div>
<div style="width:6%">
<input name="attr_rangedweapon1single" type="text" value="0">
</div>
<div style="width:2%">
<label>/</label>
</div>
<div style="width:6%">
<input name="attr_rangedweapon1semi" type="text" value="0">
</div>
<div style="width:2%">
<label>/</label>
</div>
<div style="width:6%">
<input name="attr_rangedweapon1full" type="text" value="0">
</div>
<div style="width:9%">
<label>Clip:</label>
</div>
<div style="width:6%">
<input name="attr_rangedweapon1clip" type="text" value="0">
</div>
<div style="width:2%">
<label>/</label>
</div>
<div style="width:6%">
<input name="attr_rangedweapon1clip_max" type="text" value="0">
</div>
<div style="width:15%">
<label>Reload:</label>
</div>
<div style="width:16%">
<input name="attr_rangedweapon1reload" type="text">
</div>
<div style="width:16%">
<button name="roll_ranged1damage" type="roll" value="/me does [[@{rangedweapon1damage}]] @{rangedweapon1type} damage! (Pen: @{rangedweapon1pen})">
<label>Damage</label>
</button>
</div>
</div>
<div>
<div style="width:25%">
<label>Special:</label>
</div>
<div style="width:65%">
<input name="attr_rangedweapon1special" type="text">
</div>
<div style="width:10%">
<button name="roll_ranged1hit" type="roll" value="/me fires @{rangedweapon1name} Roll: [[1d100]] ([[(@{BallisticSkill}+?{Modifier|0})]] or lower for success)">
<label>Hit</label>
</button>
</div>
</div>
</div>
</fieldset>