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[PF] Pathfinder Sheet Thread 5

I have another suggestion if possible. I was wondering if it is possible to make the sheet auto calculate the carry weight of characters. The formula to find the strength would be strength + Carry Strength. As things like MWK backpack and muleback cords adds to carry strength. Spells like ant haul double carrying capacity.
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Courtney R. said: I have another suggestion if possible. I was wondering if it is possible to make the sheet auto calculate the carry weight of characters. The formula to find the strength would be strength + Carry Strength. As things like MWK backpack and muleback cords adds to carry strength. Spells like ant haul double carrying capacity. Encumbrance/Carrying capacity is definitely on the list.  Calculating between repeating items wasn't possible prior to the addition of sheet workers.
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I believe you have to use special characters inside the query. <a href="https://wiki.roll20.net/Macros#Advanced_Usage_2" rel="nofollow">https://wiki.roll20.net/Macros#Advanced_Usage_2</a> Silvyre is a master at this BTW. &nbsp;If you don't get enough help here or figure it out on your own, I would ask again in the&nbsp; Specific Use Questions forum .
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update v19&nbsp; <a href="https://github.com/Roll20/roll20-character-sheets/pull/1313" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/pull/1313</a> weapon proficiency set to "yes" by default weapon notes set to a resizable field to accommodate longer text entries set large macro-text fields to resize:vertical to help keep sheet alignment added title text for CS (class skills) and bolded keys at the bottom of skills roll template examples in Config tab were missing " : "
Thanks again to everyone contributing to the sheet. I was using the new sheet yesterday for the first time after the Java implementation and I got to say it runs very smooth and fast compared to the old java-free sheet. Something I realized today: In v19 on the NPC tab the "Misc" HP adjustment field has no arrows to add or substract individual max HP right away. Not a big deal really, but I thought I'd mention it, especially since you have to confirm the value you enter by pressing Enter on your keyboard for the sheet to include it in it's calculations. And I know it's been a busy time for everyone working on the sheet recently, but I'd like to mention my wish for a small buff section in the NPC tab to accommodate for various pre-encounter buffs of the enemies. More often than not you'll read something like "If there's enough time XYZ casts ABC on herself". Thanks again! /K
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chris b.
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If you are using Firefox the arrows won't appear. We can add them back, but they will be there always and not onlyblook horrible but throw off the sizing. We tried to make them only appear when hovering or the field had focus, which you can easily do in most pages, but for some reason this caused the eventhandler to stop firing on blur or change. So we had to remove that feature Edit: you mean you have to hit enter again not just tab out? Sigh, that was the reason we couldn't have the rollers appear on hover. Which is, browser, and version of browser are you using? Thanks
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Something I found in sheet .19 and just tested on beta .20 is that manually-entered skills aren't getting the CS bonus nor ability bonus. In beta, it doesn't seem to be auto-calcuating anything actually. Take a look at "New Guy" in beta with the manually-added "Autohypnosis" skill. Magik
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chris b.
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thanks i added it to the known issues. looks like i have a bug that got in beta, i found it - an extra comma. so Vince will be able to put out an update tonight.&nbsp; EDIT: it's only the first misc skill (Misc-Skill-0) &nbsp;changing anything in the 2nd row (Misc-Skill-1) will recalc both. fix will be in soon
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Since java can be used in the sheet now to some extent, do you think that you could do something with the Items -&gt; Loads and Lift section so that those values come from a lookup table instead of being manual entry? Just a nice-to-have. Magik
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Yep. Encumbrance, carrying capacity, and all things related are on the to-do list. &nbsp;Until sheet worker JavaScript was added you couldn't really do calculations between repeating sections, like equipment/items. &nbsp;But you can now... So it will happen. &nbsp;Chris has been handling all the sheet worker js and more. &nbsp;We do not want to burn him out. &nbsp;;-p
I have found issues with the Pathfinder character sheet due to duplicate attributes. One of my friend's character sheets has 292 duplicate attributes. No wonder nothing works! I have created another post for this issue. <a href="https://app.roll20.net/forum/post/2830146/i-have-f" rel="nofollow">https://app.roll20.net/forum/post/2830146/i-have-f</a>... In that post, I have provided a script that checks for duplicate attribute names in the Attributes & Abilities tab. I was wondering if some of you would like to test this script and let me know if your character sheets have duplicate attribute names. My character sheet had massive numbers of duplicates, and it was faster for me to delete every single attribute, and then fill in my character sheet again.
Would it be possible to add a tick on/off next to the weapon for things like Flanking and Charging? Also, for weapons that has elemental damage or rogues using sneak attack that'd be a cool feature to implement also!
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Paul T. said: I have found issues with the Pathfinder character sheet due to duplicate attributes. One of my friend's character sheets has 292 duplicate attributes. No wonder nothing works! I have created another post for this issue. <a href="https://app.roll20.net/forum/post/2830146/i-have-f" rel="nofollow">https://app.roll20.net/forum/post/2830146/i-have-f</a>... In that post, I have provided a script that checks for duplicate attribute names in the Attributes & Abilities tab. I was wondering if some of you would like to test this script and let me know if your character sheets have duplicate attribute names. My character sheet had massive numbers of duplicates, and it was faster for me to delete every single attribute, and then fill in my character sheet again. I read in a prior post that the attributes are case-sensitive. Does your script take that into consideration? Magik
So, I've repeatedly noticed a problem when trying to level up, where the sheet will not recognize that I would gain new skill ranks or feats. although, from what I've seen, this issue has not been brought up, I might not have read thoroughly enough.
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Ethan is one of my characters and I have "quarantined" his first broken sheet but it has happened again. I have looked and looked for any possible cause to help you as a team before posting, and I have not been able to find anything. What I do know is that the display shows the proper level and everything, but it is not calculating it properly. But that is as much as I have gotten. Edit: I found out the problem. It is the attribute bug.
I've got an issue on the Spells tab where it will cap out the CHA bonus at +5 (the character should have a +8). This affects spells per day and concentration. The CHA modifier of +8 appears correctly on the skills page and other locations.
chris b. said: If you are using Firefox the arrows won't appear. We can add them back, but they will be there always and not onlyblook horrible but throw off the sizing. We tried to make them only appear when hovering or the field had focus, which you can easily do in most pages, but for some reason this caused the eventhandler to stop firing on blur or change. So we had to remove that feature Edit: you mean you have to hit enter again not just tab out? Sigh, that was the reason we couldn't have the rollers appear on hover. Which is, browser, and version of browser are you using? Thanks I'm using the newest version of Chrome. I can see and use the arrows in other fields like the ability scores. Tabbing out of the field works as well, as I just tested. Again, it's not a big deal, I just thought I'd mention it. /K
Hi. I dont know if this is the place to post this or is there a thread for the spanish translation. We are using the spanish version of the community sheet. When we create repeating attacks, the button next to the enhanced field works well, it does the whole roll and shows everything on chat, no syntax error, but this button is not draggable. If we try to use the draggable atack buttons labeled from 0 to 26 they always show: Syntax Error: Expected [0-9] but " " found. All 27 buttons show the same error even if the repeatable attack works fine. This doesnt happen with spell, feat or skill buttons. They all work just fine.
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Hi Fran. &nbsp;It looks like someone translated the sheet back in October (Masivi). &nbsp;You could try sending them a private message(from your private message inbox, use "New Private Message" and type "Masivi" in the to field.) &nbsp;The new Roll20 update to repeating sections(causes that version of the sheet to break in the way you describe). &nbsp; There have been massive changes to the sheet since that version. &nbsp;Either they can translate a newer version of the sheet or edit the older version to comply with the changes. &nbsp;(mainly, adding names to each repeating button and updating all references to repeating attributes to include "$" in front of each row number. &nbsp;So row "0" would now be "$0" &nbsp;ie " repeating_foo_$X_..." where X is the row number.) &nbsp;If you can get Masivi to contact me I can probably help "direct" him on editing the older version to work. &nbsp;I may be able to make the edits as well... no promises. &nbsp;The "supported" version of the PF sheet takes priority of course. &nbsp;Cheers
Vince said: Hi Fran. &nbsp;It looks like someone translated the sheet back in October (Masivi). &nbsp;You could try sending them a private message(from your private message inbox, use "New Private Message" and type "Masivi" in the to field.) &nbsp;The new Roll20 update to repeating sections(causes that version of the sheet to break in the way you describe). &nbsp; There have been massive changes to the sheet since that version. &nbsp;Either they can translate a newer version of the sheet or edit the older version to comply with the changes. &nbsp;(mainly, adding names to each repeating button and updating all references to repeating attributes to include "$" in front of each row number. &nbsp;So row "0" would now be "$0" &nbsp;ie " repeating_foo_$X_..." where X is the row number.) &nbsp;If you can get Masivi to contact me I can probably help "direct" him on editing the older version to work. &nbsp;I may be able to make the edits as well... no promises. &nbsp;The "supported" version of the PF sheet takes priority of course. &nbsp;Cheers Thanks Vince. I'll do that :)
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Mack M. said: I've got an issue on the Spells tab where it will cap out the CHA bonus at +5 (the character should have a +8). This affects spells per day and concentration. The CHA modifier of +8 appears correctly on the skills page and other locations. Do the auto-calculated fields next to the Concentration-check button change when you adjusted CHA or if you select a different primary ability for concentration? &nbsp;The math works on my test character. &nbsp;So it may be something else like the duplicate attribute bug(see above)
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Hey guys! The new sheet seems to allow for new things, including adding the modifier info to the all skills query. This was a fair bit of work, so I hope others get to benefit from it. &{template:pf_generic} {{character_name=@{selected|character_name}}} {{name=Skill Check}} {{?{Choose a Skill(* training not required)| *Acrobatics (+@{selected|Acrobatics}), Acrobatics = [[ 1d20+ [[ @{selected|Acrobatics} ]] ]] | *Appraise (+@{selected|Appraise}), Appraise=[[ 1d20+ [[ @{selected|Appraise} ]] ]] | *Artistry (+@{selected|Artistry}), Artistry=[[ 1d20+ [[ @{selected|Artistry} ]] ]] | *Bluff (+@{selected|Bluff}), Bluff=[[ 1d20+ [[ @{selected|Bluff} ]] ]] | *Climb (+@{selected|Climb}), Climb=[[ 1d20+ [[ @{selected|Climb} ]] ]] | *Craft @{selected|Craft-name} (+@{selected|Craft}), Craft (@{selected|Craft-name})=[[ 1d20+ [[ @{selected|Craft} ]] ]] | *Diplomacy (+@{selected|Diplomacy}), Diplomacy=[[ 1d20+ [[ @{selected|Diplomacy} ]] ]] | Disable Device (+@{selected|Disable-Device}), Disable Device=[[ 1d20+ [[ @{selected|Disable-Device} ]] ]] | *Disguise (+@{selected|Disguise}), Disguise=[[ 1d20+ [[ @{selected|Disguise} ]] ]] | *Escape Artist (+@{selected|Escape-Artist}), Escape Artist=[[ 1d20+ [[ @{selected|Escape-Artist} ]] ]] | *Fly (+@{selected|Fly}), Fly=[[ 1d20+ [[ @{selected|Fly} ]] ]] | Handle Animal (+@{selected|Handle-Animal}), Handle Animal=[[ 1d20+ [[ @{selected|Handle-Animal} ]] ]] | *Heal (+@{selected|Heal}), Heal=[[ 1d20+ [[ @{selected|Heal} ]] ]] | *Intimidate (+@{selected|Intimidate}), Intimidate=[[ 1d20+ [[ @{selected|Intimidate} ]] ]] | Knowledge Arcana (+@{selected|Knowledge-Arcana}), Knowledge Arcana=[[ 1d20+ [[ @{selected|Knowledge-Arcana} ]] ]] | Knowledge Dungeoneering (+@{selected|Knowledge-Dungeoneering}), Knowledge Dungeoneering=[[ 1d20+ [[ @{selected|Knowledge-Dungeoneering} ]] ]] | Knowledge Engineering (+@{selected|Knowledge-Engineering}), Knowledge Engineering=[[ 1d20+ [[ @{selected|Knowledge-Engineering} ]] ]] | Knowledge Geography (+@{selected|Knowledge-Geography}), Knowledge Geography=[[ 1d20+ [[ @{selected|Knowledge-Geography} ]] ]] | Knowledge History (+@{selected|Knowledge-History}), Knowledge History=[[ 1d20+ [[ @{selected|Knowledge-History} ]] ]] | Knowledge Local (+@{selected|Knowledge-Local}), Knowledge Local=[[ 1d20+ [[ @{selected|Knowledge-Local} ]] ]] | Knowledge Nature (+@{selected|Knowledge-Nature}), Knowledge Nature=[[ 1d20+ [[ @{selected|Knowledge-Nature} ]] ]] | Knowledge Nobility (+@{selected|Knowledge-Nobility}), Knowledge Nobility=[[ 1d20+ [[ @{selected|Knowledge-Nobility} ]] ]] | Knowledge Planes (+@{selected|Knowledge-Planes}), Knowledge Planes=[[ 1d20+ [[ @{selected|Knowledge-Planes} ]] ]] | Knowledge Religion (+@{selected|Knowledge-Religion}), Knowledge Religion=[[ 1d20+ [[ @{selected|Knowledge-Religion} ]] ]] | Linguistics (+@{selected|Linguistics}), Linguistics=[[ 1d20+ [[ @{selected|Linguistics} ]] ]] | Lore @{selected|Lore-name} (+@{selected|Lore}), Lore (@{selected|Lore-name})=[[ 1d20+ [[ @{selected|Lore} ]] ]] | *Perception (+@{selected|Perception}), Perception=[[ 1d20+ [[ @{selected|Perception} ]] ]] | *Perform @{selected|Perform-name} (+@{selected|Perform}), Perform (@{selected|Perform-name})=[[ 1d20+ [[ @{selected|Perform} ]] ]] | Profession @{selected|Profession-name} (+@{selected|Profession}), Profession (@{selected|Profession-name})=[[ 1d20+ [[ @{selected|Profession} ]] ]] | *Ride (+@{selected|Ride}), Ride=[[ 1d20+ [[ @{selected|Ride} ]] ]] | *Sense Motive (+@{selected|Sense-Motive}), Sense Motive=[[ 1d20+ [[ @{selected|Sense-Motive} ]] ]] | Sleight of Hand (+@{selected|Sleight-of-Hand}), Sleight of Hand=[[ 1d20+ [[ @{selected|Sleight-of-Hand} ]] ]] | Spellcraft (+@{selected|Spellcraft}), Spellcraft=[[ 1d20+ [[ @{selected|Spellcraft} ]] ]] | *Stealth (+@{selected|Stealth}), Stealth=[[ 1d20+ [[ @{selected|Stealth} ]] ]] | *Survival (+@{selected|Survival}), Survival=[[ 1d20+ [[ @{selected|Survival} ]] ]] | *Swim (+@{selected|Swim}), Swim=[[ 1d20+ [[ @{selected|Swim} ]] ]] | Use Magic Device (+@{selected|Use-Magic-Device}), Use Magic Device=[[ 1d20+ [[ @{selected|Use-Magic-Device} ]] ]]}}} This is what that looks like! Edit: I updated the code to include what craft/perform/etc. is being rolled. Thanks for your enthusiasm and contributions, everyone! Julian
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I added paragraphs between the various lines of code to make it much easier to move single skills around to change the order or delete them. This makes it easy to customize. Here's what a specific case might look like: &{template:pf_generic} {{character_name=@{Example Rogue|character_name}}} {{name=Skill Check}} {{?{Choose a Skill(* training not required)| *Perception +@{Example Rogue|Perception}, Perception=[[ 1d20+ [[ @{Example Rogue|Perception} ]] ]] |&nbsp; *Acrobatics +@{Example Rogue|Acrobatics}, Acrobatics = [[ 1d20+ [[ @{Example Rogue|Acrobatics} ]] ]] |&nbsp; *Stealth +@{Example Rogue|Stealth}, Stealth=[[ 1d20+ [[ @{Example Rogue|Stealth} ]] ]] |&nbsp; &nbsp;,| ---Diebisch---, | Disable Device +@{Example Rogue|Disable-Device}, Disable Device=[[ 1d20+ [[ @{Example Rogue|Disable-Device} ]] ]] |&nbsp; Sleight of Hand +@{Example Rogue|Sleight-of-Hand}, Sleight of Hand=[[ 1d20+ [[ @{Example Rogue|Sleight-of-Hand} ]] ]] |&nbsp; &nbsp;, | ---Sozial----, | *Sense Motive +@{Example Rogue|Sense-Motive}, Sense Motive=[[ 1d20+ [[ @{Example Rogue|Sense-Motive} ]] ]] | *Bluff +@{Example Rogue|Bluff}, Bluff=[[ 1d20+ [[ @{Example Rogue|Bluff} ]] ]] |&nbsp; &nbsp;*Diplomacy +@{Example Rogue|Diplomacy}, Diplomacy=[[ 1d20+ [[ @{Example Rogue|Diplomacy} ]] ]] | *Disguise +@{Example Rogue|Disguise}, Disguise=[[ 1d20+ [[ @{Example Rogue|Disguise} ]] ]] | *Intimidate +@{Example Rogue|Intimidate}, Intimidate=[[ 1d20+ [[ @{Example Rogue|Intimidate} ]] ]] | &nbsp; , | ---Sportlich----, | &nbsp;*Escape Artist +@{Example Rogue|Escape-Artist}, Escape Artist=[[ 1d20+ [[ @{Example Rogue|Escape-Artist} ]] ]] |&nbsp; *Climb +@{Example Rogue|Climb}, Climb=[[ 1d20+ [[ @{Example Rogue|Climb} ]] ]] |&nbsp; *Swim +@{Example Rogue|Swim}, Swim=[[ 1d20+ [[ @{Example Rogue|Swim} ]] ]] | &nbsp; *Ride +@{Example Rogue|Ride}, Ride=[[ 1d20+ [[ @{Example Rogue|Ride} ]] ]] |&nbsp; *Fly +@{Example Rogue|Fly}, Fly=[[ 1d20+ [[ @{Example Rogue|Fly} ]] ]] | &nbsp; &nbsp;, | ---Sonstiges---, | Use Magic Device +@{Example Rogue|Use-Magic-Device}, Use Magic Device=[[ 1d20+ [[ @{Example Rogue|Use-Magic-Device} ]] ]] | Knowledge Dungeoneering +@{Example Rogue|Knowledge-Dungeoneering}, Knowledge Dungeoneering=[[ 1d20+ [[ @{Example Rogue|Knowledge-Dungeoneering} ]] ]] |&nbsp; *Perform (Dance) +@{Example Rogue|Perform}, Perform (Dance)=[[ 1d20+ [[ @{Example Rogue|Perform} ]] ]] |&nbsp; &nbsp;, | *Heal +@{Example Rogue|Heal}, Heal=[[ 1d20+ [[ @{Example Rogue|Heal} ]] ]] |&nbsp; *Survival +@{Example Rogue|Survival}, Survival=[[ 1d20+ [[ @{Example Rogue|Survival} ]] ]] |&nbsp; *Artistry +@{Example Rogue|Artistry}, Artistry=[[ 1d20+ [[ @{Example Rogue|Artistry} ]] ]] |&nbsp; *Appraise +@{Example Rogue|Appraise}, Appraise=[[ 1d20+ [[ @{Example Rogue|Appraise} ]] ]] |&nbsp; *Craft +@{Example Rogue|Craft}, Craft=[[ 1d20+ [[ @{Example Rogue|Craft} ]] ]] |}}} [[[[EDIT: This part is behind }}}, so it isn't supposed to show up. But somehow instead of just vanishing as it seems to have done earlier, now it reads it as content outside of the template (i.e. lots of inline rolls in strange text) - I have yet to find another good way to keep it in here, but hidden. Any ideas?! Remember the point of keeping the stuff below is to have an easy time copying the skill to one of the other sections once the person has trained in it and can use it.]]] &nbsp;, | &nbsp;, | --Das kann er (noch) nicht...--, | Handle Animal, Handle Animal=[[ 1d20+ [[ @{Example Rogue|Handle-Animal} ]] ]] |&nbsp; Spellcraft, Spellcraft=[[ 1d20+ [[ @{Example Rogue|Spellcraft} ]] ]] | Knowledge Arcana, Knowledge Arcana=[[ 1d20+ [[ @{Example Rogue|Knowledge-Arcana} ]] ]] | &nbsp;Knowledge Engineering, Knowledge Engineering=[[ 1d20+ [[ @{Example Rogue|Knowledge-Engineering} ]] ]] | &nbsp;Knowledge Geography, Knowledge Geography=[[ 1d20+ [[ @{Example Rogue|Knowledge-Geography} ]] ]] | &nbsp;Knowledge History, Knowledge History=[[ 1d20+ [[ @{Example Rogue|Knowledge-History} ]] ]] | Knowledge Local, Knowledge Local=[[ 1d20+ [[ @{Example Rogue|Knowledge-Local} ]] ]] | &nbsp;Knowledge Nature, Knowledge Nature=[[ 1d20+ [[ @{Example Rogue|Knowledge-Nature} ]] ]] | &nbsp;Knowledge Nobility, Knowledge Nobility=[[ 1d20+ [[ @{Example Rogue|Knowledge-Nobility} ]] ]] | &nbsp;Knowledge Planes, Knowledge Planes=[[ 1d20+ [[ @{Example Rogue|Knowledge-Planes} ]] ]] | &nbsp;Knowledge Religion, Knowledge Religion=[[ 1d20+ [[ @{Example Rogue|Knowledge-Religion} ]] ]] | Linguistics, Linguistics=[[ 1d20+ [[ @{Example Rogue|Linguistics} ]] ]] | &nbsp;Lore, Lore=[[ 1d20+ [[ @{Example Rogue|Lore} ]] ]] |&nbsp; Profession, Profession=[[ 1d20+ [[ @{Example Rogue|Profession} ]] ]] |&nbsp; }}} This looks like this: I added empty lines using " , |" - but I don't think you have to write the comma, I just did it that way for more visual clarity. I used --- to denote headings, but of course that's just more visual organization. I sorted by singling out Favorites first, then steal-y things, then social then athlethic, always sorted by how often it gets used. I replaced "Selected" by the name of the rogue, so that it can be used not only as a token action/macro, but also as a macro for the button at the bottom of the screen by players that don't like having to click on the token first.&nbsp; In the past I've made a multi-step querry (i.e. ask for category first, then which sub-skill) but only ever found that useful for knowledge, and it was quite work intensive to create. Still if there's interest for that I might include that in a future version. Feedback wanted. Julian
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Applying/Removing a Strength&nbsp;Damage (maybe others attributes too, didn't tested) will create a lot of duplicated attacks. EDIT: Apparently, the repeating field madness is back...
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Fallyrion said: Applying/Removing a Strength&nbsp;Damage (maybe others attributes too, didn't tested) will create a lot of duplicated attacks. EDIT: Apparently, the repeating field madness is back... Attempt to reproduce:&nbsp; Sofar I've added str damage (noticed the total shown under @{STR} displayed won't change, however when rolled it was calculated correctly. &nbsp;-- Then I saw there was an empty additional repeating attack (not a duplicate of anything, just blank). When I deleted it and added another str damage nothing changed. When I took away all str damage another one appeared... that is indeed strange. Nice find, Fallyrion... I just played around with that some more and then deleted the empty field and while I was doing that, a split second after deleting it (while still in deleting mode) another one popped up! wow... it is madness. haha. At least it won't affect me or my game negatively, we haven't had str damage yet, methinks.
Another strangeness: in the context of buff fields I have to write 0+@{CHA-mod} instead of just&nbsp;+@{CHA-mod} to get my cha mod to show up.
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Julix said: Another strangeness: in the context of buff fields I have to write 0+@{CHA-mod} instead of just&nbsp;+@{CHA-mod} to get my cha mod to show up. Does plain "&nbsp;@{CHA-mod} " &nbsp;work? Fallyrion said: Applying/Removing a Strength Damage (maybe others attributes too, didn't tested) will create a lot of duplicated attacks. Does this happen on all your sheets? &nbsp;On a test case that I had that was exhibiting the repeating section strangeness, I noticed this as well. &nbsp;It wouldn't happen every time and it seemed to be tied to both STR and DEX changes when those attributes were used in the attack. &nbsp; However, my test case stopped having the issues after a change that Riley made to the system.&nbsp; I take it back... I just checked and &nbsp;a new attack is added when I toggle a&nbsp;melee buff. &nbsp;It's strange because it only adds one new attack and then it doesn't seem to have any other ill effects. &nbsp;If I delete and repeat toggling the melee buff it adds another attack again. &nbsp; &nbsp;
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Please use&nbsp; Repeating Fields Issues: Pathfinder Sheet to report any repeating sections problems. &nbsp;The more detail you can provide, the better. &nbsp;Thanks
Vince said: Julix said: Another strangeness: in the context of buff fields I have to write 0+@{CHA-mod} instead of just&nbsp;+@{CHA-mod} to get my cha mod to show up. Does plain "&nbsp;@{CHA-mod} " &nbsp;work? Yup, actually that works... For some reason, wonder if/why I didn't test that. I thought that's what I started with.&nbsp;
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NP Julix. &nbsp;I assume the operator confuses the parser. &nbsp;Chris would have to comment on that. &nbsp;Out of my realm. &nbsp;Whatever that is... ;-)&nbsp;
For people that are having issues with the Pathfinder character sheet not calculating, not updating, or not retaining updates, I have found that this can be caused by duplicate attribute names in the Attributes section. I have written a script that looks for duplicates and helps you to resolve them. Here is the script: <a href="https://github.com/anvilis/roll20-scripts/blob/master/Pathfinder/character-sheets/Merge-Duplicate-Attributes.js" rel="nofollow">https://github.com/anvilis/roll20-scripts/blob/master/Pathfinder/character-sheets/Merge-Duplicate-Attributes.js</a>
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If you don't mind me asking, but how do you run the script Paul? Maybe I am missing the obvious, but I am not seeing the way to run it. Edit: Nevermind, I figured it out.
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Cool news: Spellbooks like never before thanks to awesome character sheet! /w @{character_name} &{template:pf_generic} {{character_name=@{character_name}} {{character_id=@{character_id}}} {{name=Cast what?}} {{**~~~~~Level 0~~~~~** }}{{[@{Selected|repeating_lvl-0-spells_$0_name}](! %{Selected|repeating_lvl-0-spells_$0_roll}) [@{Selected|repeating_lvl-0-spells_$1_name}](! %{Selected|repeating_lvl-0-spells_$1_roll}) [@{Selected|repeating_lvl-0-spells_$2_name}](! %{Selected|repeating_lvl-0-spells_$2_roll}) [@{Selected|repeating_lvl-0-spells_$3_name}](! %{Selected|repeating_lvl-0-spells_$3_roll}) [@{Selected|repeating_lvl-0-spells_$4_name}](! %{Selected|repeating_lvl-0-spells_$4_roll}) [@{Selected|repeating_lvl-0-spells_$5_name}](! %{Selected|repeating_lvl-0-spells_$5_roll}) [@{Selected|repeating_lvl-0-spells_$6_name}](! %{Selected|repeating_lvl-0-spells_$6_roll})}}{{ **~~~~~Level 1~~~~~**}}{{ [@{Selected|repeating_lvl-1-spells_$0_name}](! %{Selected|repeating_lvl-1-spells_$0_roll}) [@{Selected|repeating_lvl-1-spells_$1_name}](! %{Selected|repeating_lvl-1-spells_$1_roll}) [@{Selected|repeating_lvl-1-spells_$2_name}](! %{Selected|repeating_lvl-1-spells_$2_roll}) [@{Selected|repeating_lvl-1-spells_$3_name}](! %{Selected|repeating_lvl-1-spells_$3_roll})}}{{ &nbsp; **~~~~~Level 2~~~~~** }}{{ [@{Selected|repeating_lvl-2-spells_$0_name}](! %{Selected|repeating_lvl-2-spells_$0_roll})}} On our party's mage it looks like this: The idea is to whisper all her spells as api buttons to herself, so she doesn't have to have macro buttons on the token or in the quick-bar for them. She just has one called "zaubern" ("spellcasting") which runs the above macro, and from here she can cast any of her spells. Would be cooler if she was a wizard, rather than sorcerer, then it could be her spell book... but anyway. If you copy this as is for other characters, not all spells will be on the list (if you have many) and weird things will be, if you don't have enough spells, like this: To fix this you have to change the code. Either that or create "placeholder" spells in the repeating table, but then you still have useless API buttons, so rather change the code. When editing the code, just keep the components in mind. it's [Button](!%Content). So just copy and paste spells that already exist and then edit the part that I crossed out in this example to match the numbers for the spell you want: &nbsp;[@{Selected|repeating_lvl- here -spells_$ here _name}](! %{Selected|repeating_lvl- here -spells_$ here _roll}) Note the 125 part at the end is just html for } but it's necessary that you write it that way to avoid throwing the code off for some reason, otherwise it mistakes it for the closing bracket of the bigger thingy at hand, perhaps the template in this case. P.S. if you are someone who prefers macro-quickbar to token-macros, I recommend changing the "Selected" part to the name of your character, so you can roll it without needing to click on someone first. :) &nbsp;--- To do that copy the code into a word document (or open office) press control+f (to open the find and replace menu) and then type in "Selected" and your char name and replace all and copy it all back, done.&nbsp; What would be amazing is if the character sheet could generate a button like this, that automatically considers whether or not you have spells of various levels, but I'm thinking we have more important issues to deal with for now, but as a dreamy long-term idea? Mhm.... Until then, adding a bit of code whenever your wizard levels up isn't that bad. -- Do it for your own spellcaster characters - and if you're friendly do it for the less-code-inclined members of the group too! - Yay! :)&nbsp; Again feedback welcome, just send me a message if it would derail this thread too much... Julix
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Keep derailing Julix! &nbsp;Wow, very cool and your creativity is a nice departure from the land of sheet bugs. &nbsp;;-P
Magik said: Paul T. said: I have found issues with the Pathfinder character sheet due to duplicate attributes. One of my friend's character sheets has 292 duplicate attributes. No wonder nothing works! I have created another post for this issue. <a href="https://app.roll20.net/forum/post/2830146/i-have-f" rel="nofollow">https://app.roll20.net/forum/post/2830146/i-have-f</a>... In that post, I have provided a script that checks for duplicate attribute names in the Attributes & Abilities tab. I was wondering if some of you would like to test this script and let me know if your character sheets have duplicate attribute names. My character sheet had massive numbers of duplicates, and it was faster for me to delete every single attribute, and then fill in my character sheet again. I read in a prior post that the attributes are case-sensitive. Does your script take that into consideration? Magik That's interesting. I talked to one of the developers, and he said that attributes were supposed to be case insensitive...
Magik said: Paul T. said: I have found issues with the Pathfinder character sheet due to duplicate attributes. One of my friend's character sheets has 292 duplicate attributes. No wonder nothing works! I have created another post for this issue. <a href="https://app.roll20.net/forum/post/2830146/i-have-f" rel="nofollow">https://app.roll20.net/forum/post/2830146/i-have-f</a>... In that post, I have provided a script that checks for duplicate attribute names in the Attributes & Abilities tab. I was wondering if some of you would like to test this script and let me know if your character sheets have duplicate attribute names. My character sheet had massive numbers of duplicates, and it was faster for me to delete every single attribute, and then fill in my character sheet again. I read in a prior post that the attributes are case-sensitive. Does your script take that into consideration? Magik That's interesting. I talked to one of the developers, and he said that attributes were supposed to be case insensitive, and that is the assumption I used when I wrote the script.
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chris b.
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They are supposed to be, but sometimes case enters the logic. So in the sheetworkers if we do a getAttrs(["myfieldname"],..) Or setAttrs({"myfieldname":value}) myfieldname will get/set a different value than MyFieldName, on &nbsp;a "set" function this will reault in a "duplicate" field, actually a separate field. That is why the sheet breaks when there are dupes. This is something I've done in beta when the name is wrong, and have seen dupes enter this way. however no bugs of this nature ever entered the prod sheet, certainly not hundreds at any time!&nbsp; So I am not sure how those duplicated fields are being generated, because it's not the above method.
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chris b.
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API Scripter
Julix, check out the beta (link on first post of this thread). The next version, .20, we've made massive changes to the spell sheet. However your macro should still work (fieldnames not changed) but there are more options. right now only spellclass 0, spell level 0 is working until we get all bugs out, then we'll copy to rest &nbsp;of spell levels for beta testing, then move to prod after any updates from feedback. Thanks for the macro work. I've been considering building in bigger "choice" macros in a similar manner
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It appears that v19 is no longer updating/recalcing itself to v19 when creating a new character. &nbsp; Can anyone verify? &nbsp;Create a new character, check the version number, if it is other than .19, hit recalc, does it change to v19 for you? &nbsp; Thanks Also, v20 &nbsp;doesn't seem to have this problem, however, it appears that the buffs total row is not updating unless recalc is forced. &nbsp;This goes for a new v19 as well, but I can't tell since it is stuck on version 0. Cheers
Here's more fun with buttons in templates and other such things. First we have a macro for our stab-happy rogue's 2 dagger attack (i.e. full round action). -- I think I made them (special, as no to-hit penalty)&nbsp;iterative&nbsp;attacks and added a [[-1]][not-masterwork] on the second dagger and a [[-2]][dual-wielding] on either, so that the total bonus should be right. I rolled the second sneak attack in brackets because he doesn't gets it if he's say attacking from simple invisibility (then only the first counts), but he does if he's flanking or such. It autocalculates how much bleed damage to give, but since this is all without API the GM would still have to apply them himself. - The D button rolls the appropriate repeating-section class ability, if he wants to show us what he's adding and what it does. The ebilitation part of the word is a hyperlink to pfsrd if we want to read up on it in full.&nbsp; I considered another upgrade for the generic skill macro which would be to add hyperlinks to PFSRD for all the skill words, such that DCs etc can easily be looked up. Not sure if I can do that yet, I haven't tried, but I like the idea, so I'll let you know soon, and upgrade the code in my earlier post and the wiki if it works flawlessly. Another fun thing I did was breaking this spell into multiple components: It's since been updated to show the boring parts only to the GM and the casting player, but the cool part is the button you can press for additional acid damage to avoid meta-gaming by knowing how much acid damage the guy is going to take in the following rounds. This way you just press the button again when it's time for more damage. And it auto-calculates how many rounds you're allowed to do that for. - Cool eh? :)&nbsp;
chris b. said: Julix, check out the beta (link on first post of this thread). The next version, .20, we've made massive changes to the spell sheet. However your macro should still work (fieldnames not changed) but there are more options. right now only spellclass 0, spell level 0 is working until we get all bugs out, then we'll copy to rest &nbsp;of spell levels for beta testing, then move to prod after any updates from feedback. Thanks for the macro work. I've been considering building in bigger "choice" macros in a similar manner I love the "spell / day" having it's little "hide me" arrow, but why doesn't "spell range" have one? I don't want to see that all the time! I have my spells reference that field when they need it, and so I'll know the range when I cast the macro and so unless I'm not sure if someone is within range (at which point I might look it up, or just /talktomyself cast it to quickly check) I don't need to see the field. It's good to be able to see it, but a little hide me thing would be nice. Thanks :) Why does @{spellclass-0-name} exist? Don't we have that covered by @{class-0-name} (assuming it's your first class that you became a spellcaster in...) -- I feel like the two buttons (CL and concentration) are using up a fair bit of space now, but I guess it's worth it for providing space to add modifiers etc. --- How do you use Cast Def. Bonus exactly? I'm assuming it exists because there are things that give you a bonus to some kinds of concentration checks (in fight) but not others (in storm) right? But how would roll20 know when to apply it, and when not to? - Not to be critical, I'm just not sure I get it. Care to explain? Also what are the ID fields good for? They seem to all be showing 0 and then either another 0 or a blank... ? Strange.&nbsp; Somehow the spell stuff taking up 3 rows now irks me a bit, but I guess once I get what a lot of those things are good for it'll get better. - For example each spell no seems to have it's own CL... I get that there are traits to improve CL for individual spells, but sofar I've just solved that by customizing the macro (i.e. adding [[+1]][source] to the d it would show up in the field that appears when hovering on the result... But I guess most users don't customize their macros for repeatables too much... -- OK, so how about moving the third row (i.e. old second row) up one row. That way the things I'm used to are still together, there's just also an addition. Also if IDs get's their own arrow, I think this should too, with the default being on hidden, because most spells won't have any part of this modified. Another thing I've been thinking about: is it possible to have the various hide/show toggles line up beside each other until one is toggled? Probably not easily, eh? - Also might make it harder to find the right one. Nevermind. But is the hide/toggle request and the ordering fair? Do others agree with this?&nbsp; Thanks so much for working on this. Upon a bit of reflection I must say it's nice to have the options of modifying that without having to go into the macro text, just wish it hidden by default until needed.
Vince said: It appears that v19 is no longer updating/recalcing itself to v19 when creating a new character. &nbsp; Can anyone verify? &nbsp;Create a new character, check the version number, if it is other than .19, hit recalc, does it change to v19 for you? &nbsp; Thanks Also, v20 &nbsp;doesn't seem to have this problem, however, it appears that the buffs total row is not updating unless recalc is forced. &nbsp;This goes for a new v19 as well, but I can't tell since it is stuck on version 0. Cheers Yup, that does seem to be the case *ghasp*! - Also for old characters that have not been recalculated yet. Keeps displaying a stoic 0 in the version box... no amount of recalcing seems to do it...
Courtney R. said: If you don't mind me asking, but how do you run the script Paul? Maybe I am missing the obvious, but I am not seeing the way to run it. Edit: Nevermind, I figured it out. Could you elaborate on that? I found&nbsp; here that it needs to be ran in browser, but I don't know what that means...&nbsp;
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The good news is the v19 update &nbsp;just merged and it seems to be fine. &nbsp;Creating a new character starts with v19 and the buff's total row calc as expected.
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Phew! I was really scared there for a second. I loaded our campaign (as a player) while I had Beta open and it was suuuuper slow, so I clicked the edge of the character sheet to move it around - and then it loaded a little more and other than name all fields were empty!! I panicked a bit, went to a new window and opened the character vault importing the players and then restarted the browser, and upon reloading everything was back. phew!&nbsp; Edit:&nbsp; Vince said: The good news is the v19 update just merged and it seems to be fine. Creating a new character starts with v19 and the buff's total row calc as expected. Turns out the new test character has been updated, while the old one that wouldn't update earlier still won't update. However, duplicating the charactersheet lead to an update. &nbsp;So since duplicating worked I won't need a fix. If anyone's curious anyhow&nbsp; here is an invite link an Zorion 2 is the affected stoic un-updating character. Edit 2: NEW SKILLS QUERY I've implemented my skill+link idea and the new version of the macro can be found here:&nbsp; <a href="https://wiki.roll20.net/Pathfinder_Character_Sheet" rel="nofollow">https://wiki.roll20.net/Pathfinder_Character_Sheet</a>... -- by the way, while talking about the wiki - the list of macros there is quite a mess right now, and none can be linked to directly. I feel we need a new wiki page for all macros that work with pathfinder and the pf character sheet sorted by something useful (i.e. combat, skill, magic, misc) and such that each new macro is a subheading and thus can be linked to. Should I get on making that happen? Edit 3: NEW Julix-Project? - Looks like some of the macros there aren't even updated for the new sheet (i.e. completely useless to a newb)... I'll give cleaning this up a try. :)&nbsp; Edit 4: Updating old project?&nbsp; <a href="https://wiki.roll20.net/Macros/Pathfinder_Examples" rel="nofollow">https://wiki.roll20.net/Macros/Pathfinder_Examples</a> - just found that. So someone has already made such an attempt. Maybe we should be linking to there, rather than having various places in which the pathfinder related macros have to be maintained. I'll get on it.
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The main servers have been slow for me today. &nbsp;Might be the updates that Riley mentioned... <a href="https://app.roll20.net/forum/post/2842622/update-1" rel="nofollow">https://app.roll20.net/forum/post/2842622/update-1</a>...
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@Julix: wiki - absolutely
Could it be possible to add a modifier to the buffs that would buff actual current HP, not temporary HP? This would facilitate the Barbarian's Rage ability better.
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SorteKanin said: Could it be possible to add a modifier to the buffs that would buff actual current HP, not temporary HP? This would facilitate the Barbarian's Rage ability better. I don't think it's possible for the sheet to modify a "non-auto-calculated" attribute like @{HP}. &nbsp;Temp HP shouldn't be used, right? &nbsp; The CON increase handles HP-max and you can manually add the increase to your current HP @{HP} like you would for healing or damage. &nbsp;I think this is how I've handled Rage for NPC's. &nbsp;Probably incorrectly... ;-P