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[PF] Pathfinder Sheet Thread 5

1456442324

Edited 1456442533
chris b.
Pro
Sheet Author
API Scripter
really? ok .. i can fix that.. ill add it to the bug list on top... I also don't apply it if you use STR for something you normally don't, such as Intimidate. ... I wasn't sure if it counted as the new ability based or not. .  but I think it does.  based on this FAQ entry .  i also finished the spell range here , but it has to be merged. Ill PM you and vince if i dont have time
1456454153

Edited 1456454230
I'm having issues with the Cast Defensively check not adding my concentration bonus to the roll.  sample rolls from sheet: Concentration mod: + 16 Concentration Check 34 Cast Defensively DC 21 Cast Defensively Check 8 I've rolled this about 30 times, and it's never over 20. Am I crazy? The roll when I mouse over is: 1d20cs>21cf<20
1456454580
chris b.
Pro
Sheet Author
API Scripter
No, it's not adding the +16, that is a bug. also it should be cs>20cf<21
cool, I'll add the field manually then :)
1456457113

Edited 1456457354
My characters aren't getting DCs for their spells, I have everything I can see filled out in the Spell section but it's still just showing a DC of 0. It's also grayed out so I can't enter them manually. Edit: And while I'm here- would it be possible to get an attack roll in the spell section so that it's possible to roll the attack with the spell? At the moment it looks like I'd either have to build a macro specifically for the spell or just add an attack instead that does the same thing just without most of the spell info.
1456459402
chris b.
Pro
Sheet Author
API Scripter
Wolfgang can you post a screenshot of a spell or two, expanding the ID and the MISC sections at the bottom? also if you hit the recalculate button at the top right does that help any? thanks
1456460279

Edited 1456460792
I'm hoping I didn't miss something skimming through the thread. For some reason my players and I are having an issue with our weapon attacks on our sheets automatically setting themselves to NPC. We are exclusively using the PC section and tend to ignore the NPC page. When adding a new attack, we get the PC version briefly: <a href="https://i.gyazo.com/40106a8d81f72523c190bb33b048d04c.jpg" rel="nofollow">https://i.gyazo.com/40106a8d81f72523c190bb33b048d04c.jpg</a> (see bottom) And then a moment later it automatically changes to the NPC version with no input from us: <a href="https://i.gyazo.com/dcc268d402c098c90fb07ee4fdf968e0.jpg" rel="nofollow">https://i.gyazo.com/dcc268d402c098c90fb07ee4fdf968e0.jpg</a> (bottom again) No matter what we do, we can't seem to make it automatically choose the PC version and actually stay there. We're using brand new fresh sheets (hell, I remade a sheet just to test this). Is there a toggle or some option we're missing that's causing this? I know we could just set the NPC Rolls Whisper mode to Public, but it's odd we're having this problem in the first place.
1456466861
vÍnce
Pro
Sheet Author
Felisae said: I'm hoping I didn't miss something skimming through the thread. For some reason my players and I are having an issue with our weapon attacks on our sheets automatically setting themselves to NPC. We are exclusively using the PC section and tend to ignore the NPC page. When adding a new attack, we get the PC version briefly: <a href="https://i.gyazo.com/40106a8d81f72523c190bb33b048d04c.jpg" rel="nofollow">https://i.gyazo.com/40106a8d81f72523c190bb33b048d04c.jpg</a> (see bottom) And then a moment later it automatically changes to the NPC version with no input from us: <a href="https://i.gyazo.com/dcc268d402c098c90fb07ee4fdf968e0.jpg" rel="nofollow">https://i.gyazo.com/dcc268d402c098c90fb07ee4fdf968e0.jpg</a> (bottom again) No matter what we do, we can't seem to make it automatically choose the PC version and actually stay there. We're using brand new fresh sheets (hell, I remade a sheet just to test this). Is there a toggle or some option we're missing that's causing this? I know we could just set the NPC Rolls Whisper mode to Public, but it's odd we're having this problem in the first place. Confirmed that adding a new attack includes @{NPC-whisper}. &nbsp;Try manually changing @{NPC-whisper} to @{PC-whisper}. &nbsp;That seems to work for me. &nbsp;PC and NPC attacks share the same attributes including macro-text. Normally, if you edit the macro-text, THAT will be the new value regardless if you roll from the PC or NPC side of the sheet. Something seems to have changed... The macro-text attribute for PC/NPC attacks hasn't changed in months. Maybe a sheet worker is causing it to "re-fresh" so that it picks up the NPC version...?
1456467306
vÍnce
Pro
Sheet Author
Wolfgang Hype said: My characters aren't getting DCs for their spells, I have everything I can see filled out in the Spell section but it's still just showing a DC of 0. It's also grayed out so I can't enter them manually. Edit: And while I'm here- would it be possible to get an attack roll in the spell section so that it's possible to roll the attack with the spell? At the moment it looks like I'd either have to build a macro specifically for the spell or just add an attack instead that does the same thing just without most of the spell info. The pf_spell roll template includes 2 attacks, but you have to add them to your macro-text. {{attack}},{{attack2}} Used for spell-based attacks. Note: Attacks must be added to your spell macro to be used. Spell-based attacks will utilize the pf_attack roll template. ie {{attack=[[1d20cs&gt;20]]}} {{crit_confirm}},{{crit_confirm2}} Use with the attack property. ie {{crit_confirm=[[1d20]]}} {{damage}}, {{damage2}} Use with the attack property. ie {{damage=[[ 1d6+[[ {5,@{selected|spellclass-0-level-total}}kl1]] ]]}} {{crit_damage}},{{crit_damage2}} Use with the attack property. ie {{crit_damage=+[[1d6]]}}
1456469750

Edited 1456473229
vÍnce
Pro
Sheet Author
chris b. said: No, it's not adding the +16, that is a bug. also it should be cs&gt;20cf&lt;21 Here's the macro, (which doesn't include concentration-mod, so that needs to be fixed ), but isn't this correct so that it will show a "green" success when landing on the DC and "red" failure if lower? {{cast_def_chk=[[ 1d20cs&gt;[[ @{cast_def_dc} ]]cf&lt;[[ @{cast_def_dc} - 1 ]] ]] }} should be&nbsp; {{cast_def_chk=[[ [[1d20 + @{Concentration-mod} ]]cs&gt;[[ @{cast_def_dc} ]]cf&lt;[[ @{cast_def_dc} - 1 ]] ]] }}
1456475217
vÍnce
Pro
Sheet Author
v.35 beta updated html:&nbsp; <a href="https://gist.github.com/vince-roll20/970ca00916f0c" rel="nofollow">https://gist.github.com/vince-roll20/970ca00916f0c</a>... css:&nbsp; <a href="https://gist.github.com/vince-roll20/e3f9b71ada5f7" rel="nofollow">https://gist.github.com/vince-roll20/e3f9b71ada5f7</a>... - changed @{macro-text} to @{NPC-macro-text} for NPC repeating attacks. &nbsp;This will make PC and NPC macro-text "mutually exclusive". &nbsp;The button name is the same(only the value has changed), so macros calling the button by name and drag/drop will still function. &nbsp;This should solve whisper issues and the problem of newly added attacks from the PC page changing to NPC attacks when refreshing. - added concentration-mod to cast def checks&nbsp; view changes on beta campaign.
1456494010
Magik
Sheet Author
I posted an update to the sheet in my GitHub repository. Magik's v.36 GitHub Here are a summary of the changes. Fixed Defense Values numbers on the Defenses tab concerning ACP and Max Dex. Encumbrance / load / carrying capacity will now automatically have ACP and Max Dex modifiers implemented according to the current load from the Items tab. If you need to remove the modifiers, then change the load to Light on the Items tab. The medium and heavy load options were removed from the ACP and Max Dex drop-downs on the Defenses tab under Defense Values. Changed the default selection on the Max Dex drop-down to Armor & Shield on the Defenses tab under Armor Penalties to avoid confusion. Updated Modified Speed on the Core tab to include support for wearing medium and heavy armor as well as being a dwarf not lowing your speed. Entering the word dwarf anywhere in the Race field on the Details tab will suffice. I may change this to a checkbox instead. Made AC-ability-mod, FF-DEX, CMD-DEX, and FF-CMD-DEX hidden sheet attributes and will only be used by java workers. The values displayed on the sheet are now AC-ability-display, FF-DEX-display, CMD-DEX-display, and FF-CMD-DEX-display. Incremented the PFSheet version this time. :) Fixed the console log in handleDefenseDropdown. Added some debugging support to handleNonFFDefenseDropdown and several change events. Fixed some issues in updateDefenses function. Fixed some issues in updateArmor function and incorporated Encumbrance/Load into it. Other optimizations.
1456496876
Magik
Sheet Author
Something to add to the list is mythic support for NPCs. I didn't consider that. BTW, sheet version .33 has been updated and released to the community. :)
1456500921
vÍnce
Pro
Sheet Author
NPC section is easy to overlook. ;-P I'll merge our code for beta and update.
1456501718

Edited 1456508589
vÍnce
Pro
Sheet Author
v37 Beta&nbsp; htm:&nbsp; <a href="https://gist.github.com/vince-roll20/970ca00916f0c" rel="nofollow">https://gist.github.com/vince-roll20/970ca00916f0c</a>... css:&nbsp; <a href="https://gist.github.com/vince-roll20/e3f9b71ada5f7" rel="nofollow">https://gist.github.com/vince-roll20/e3f9b71ada5f7</a>... - includes all latest changes (Chris, Magik and Vince) Please update your code base. live on beta campaign. &nbsp;Please test!
1456504073
chris b.
Pro
Sheet Author
API Scripter
oh geez i just merged with the beta right before you did that.&nbsp; i will do it again :)
1456504481
vÍnce
Pro
Sheet Author
Sorry. &nbsp;I normally try to keep my gist and the beta campaign merged with all the latest changes. &nbsp;Sometimes I have to wait till after work though...
Someone might have reported this already, but seems like bonus spells are counted one step higher. So if int is 18-19, it counts bonus spells as if it were 20-21.
1456511054

Edited 1456511195
chris b.
Pro
Sheet Author
API Scripter
thanks, ... it looks like it is advancing on the odd levels , one level early. Apparently i only tested the even ones? Or I clicked too fast, the update is rather slow. Also when going down levels in steps by 1, it seems to get stuck and stops recalculating until it hits the next odd number below the current odd number. ..so if you go from 20 to 19 to 18 it stays at 2,1,1,1,1 &nbsp;but if you go down to 17, it shows 1,1,1,1 which is the 18 bonus spells (one level early) then go to 18 and it is still correctly 1,1,1,1&nbsp; so .. I'll get on that.
1456511963
Magik
Sheet Author
Woohoo! I made Sheet Author status. I hope that doesn't mean that I have to start acting responsibly or anything. ;)
1456512541
vÍnce
Pro
Sheet Author
Now you can get paid. &nbsp;Lol
1456513867
Magik
Sheet Author
Wow Vince you are good at character sheet design and a comedian too! Awesome. :)
1456515238

Edited 1456517215
chris b.
Pro
Sheet Author
API Scripter
woo! we have to be responsible? I added the bonus spell fix to the pull request.&nbsp; It will appear in production as soon as Roll20 puts it out. The top post is updated with what we submitted today.&nbsp; Prod will be .34 (not the beta .34, really .33 with a few fixes) You can find the code here: <a href="https://github.com/Roll20/roll20-character-sheets/pull/1433" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/pull/1433</a> I'll add the fix to bonus spells to the current beta .37ish
1456522142

Edited 1456522196
vÍnce
Pro
Sheet Author
Couldn't Worn Armor and Worn Shield &nbsp; use the same attributes as found on the Worn Equipment page so that they could be edited from either location for convenience? &nbsp;Seems inconvenient to fill in half the info on one page(AC Bonus, Max Dex, ACP, Spell Fail) and the rest on another(Name, hardness, hp, hp max, weight). &nbsp;I'm lazy. &nbsp;;-P
1456523815
James W.
Sheet Author
API Scripter
Vince said: Couldn't Worn Armor and Worn Shield &nbsp; use the same attributes as found on the Worn Equipment page so that they could be edited from either location for convenience? &nbsp;Seems inconvenient to fill in half the info on one page(AC Bonus, Max Dex, ACP, Spell Fail) and the rest on another(Name, hardness, hp, hp max, weight). &nbsp;I'm lazy. &nbsp;;-P Do we want to add the attributes that currently aren't in the Worn Equipment section (AC Bonus, Max Dex, ACP, Spell Fail) there?&nbsp; It'd make those two rows inconsistent with the rest of the section; on the other hand, it wouldn't be enough to really be a problem.&nbsp; That said, making the stuff on the Defense tab editable is a great idea, and will certainly help when I get around to making that stuff Compendium drop-targets. Speaking of which, could we add a description field for the stuff on the Items tab? Maybe hidden behind a collapsible section (collapsed by default) so that it doesn't look much different than they do now until you expand it. That would give me someplace to drop the "content" portion of the Compendium import.
1456525575
vÍnce
Pro
Sheet Author
There's a short description (@{short-description}) and a long description(@{description}) already. &nbsp;Something else?
1456527282

Edited 1456528370
Vince said: Felisae said: I'm hoping I didn't miss something skimming through the thread. For some reason my players and I are having an issue with our weapon attacks on our sheets automatically setting themselves to NPC. We are exclusively using the PC section and tend to ignore the NPC page. When adding a new attack, we get the PC version briefly: <a href="https://i.gyazo.com/40106a8d81f72523c190bb33b048d04c.jpg" rel="nofollow">https://i.gyazo.com/40106a8d81f72523c190bb33b048d04c.jpg</a> (see bottom) And then a moment later it automatically changes to the NPC version with no input from us: <a href="https://i.gyazo.com/dcc268d402c098c90fb07ee4fdf968e0.jpg" rel="nofollow">https://i.gyazo.com/dcc268d402c098c90fb07ee4fdf968e0.jpg</a> (bottom again) No matter what we do, we can't seem to make it automatically choose the PC version and actually stay there. We're using brand new fresh sheets (hell, I remade a sheet just to test this). Is there a toggle or some option we're missing that's causing this? I know we could just set the NPC Rolls Whisper mode to Public, but it's odd we're having this problem in the first place. Confirmed that adding a new attack includes @{NPC-whisper}. &nbsp;Try manually changing @{NPC-whisper} to @{PC-whisper}. &nbsp;That seems to work for me. &nbsp;PC and NPC attacks share the same attributes including macro-text. Normally, if you edit the macro-text, THAT will be the new value regardless if you roll from the PC or NPC side of the sheet. Something seems to have changed... The macro-text attribute for PC/NPC attacks hasn't changed in months. Maybe a sheet worker is causing it to "re-fresh" so that it picks up the NPC version...? Still seems to be doing this as of checking a few minutes ago, after the update.&nbsp;There's definitely something scripted going on in the background considering it's not starting that way, it's updating after a moment. It also does it regardless of whether or not you open the macro box (found after some testing), though I don't know if that's relevant to the problem. I was updating the macros on my personal sheet but I didn't want to bother my players with having to edit every macro, so I went in and changed their sheet options to make NPC rolls post public. Not a big deal since they're players anyway.
1456527540
Magik
Sheet Author
Vince said: Couldn't Worn Armor and Worn Shield &nbsp; use the same attributes as found on the Worn Equipment page so that they could be edited from either location for convenience? &nbsp;Seems inconvenient to fill in half the info on one page(AC Bonus, Max Dex, ACP, Spell Fail) and the rest on another(Name, hardness, hp, hp max, weight). &nbsp;I'm lazy. &nbsp;;-P Sure, good thinking.
1456527706

Edited 1456527817
vÍnce
Pro
Sheet Author
@Felisae Only the beta is updated. &nbsp;You won't see the fix for community until it's merged and the servers update... ;-(
1456528157
vÍnce
Pro
Sheet Author
v37 beta css:&nbsp;<a href="https://gist.github.com/vince-roll20/e3f9b71ada5f7a5312a8" rel="nofollow">https://gist.github.com/vince-roll20/e3f9b71ada5f7a5312a8</a> We can now move repeaitng items on the DEV! - Updated&nbsp;css for the newly added repitem_move. &nbsp;Seems the move button was directly over the row collapse button and was making it very difficult to find the sweet spot for grabbing the move button/option.
@Vince Ahh! I apologize, I missed that. Not surprising, I've got 4 different people talking in my ear at once. :P Looking forward to that full update then!
1456528849
James W.
Sheet Author
API Scripter
Vince said: There's a short description (@{short-description}) and a long description(@{description}) already. &nbsp;Something else? Yeah, maybe something a bright neon-pink so I can actually notice it... &gt;.&lt; Yeah, the repeatable item section has exactly what I was thinking about already, but the Worn Equipment section has a description field that's sized like a short description; maybe change that to a short description, and an expandable part with a textarea for a description, just like the repeatable section? Also, on a more complicated question, is it possible to make items in a repeatable section drag-and-drop-able?&nbsp; It'd take some JS work, but if we could drag items between Worn Equipment, Carried Equipment, and Other Belongings, that'd make inventory management a heck of a lot easier for players (especially if armor and shields keep AC bonuses and the like, even if they aren't user-visible).&nbsp; If I understand things right, the repeatable IDs should be globally unique, so there shouldn't be a problem with reusing it when moving it to another repeatable section.&nbsp; If no one else wants to work on this, I can take a look at whether this is possible.
1456529012
Magik
Sheet Author
Vince said: We can now move repeating items on the DEV! - Updated&nbsp;css for the newly added repitem_move. &nbsp;Seems the move button was directly over the row collapse button and was making it very difficult to find the sweet spot for grabbing the move button/option. Wow, that's big news!
1456529368
Magik
Sheet Author
Yeah, the repeatable item section has exactly what I was thinking about already, but the Worn Equipment section has a description field that's sized like a short description; maybe change that to a short description, and an expandable part with a textarea for a description, just like the repeatable section? Also, on a more complicated question, is it possible to make items in a repeatable section drag-and-drop-able?&nbsp; It'd take some JS work, but if we could drag items between Worn Equipment, Carried Equipment, and Other Belongings, that'd make inventory management a heck of a lot easier for players (especially if armor and shields keep AC bonuses and the like, even if they aren't user-visible).&nbsp; If I understand things right, the repeatable IDs should be globally unique, so there shouldn't be a problem with reusing it when moving it to another repeatable section.&nbsp; If no one else wants to work on this, I can take a look at whether this is possible. The Worn Equipment section isn't a repeating entry list like the Carried Equipment, so they don't have IDs associated with them. Maybe we should add a drop-down column in the Carried Equipment for "Location" and that would populate the Worn Equipment with a display of that item? For example, they have a Carried Equipment entry for Banded Mail and when they select the (not yet existing) drop-down for Location of "Armor", the java worker pics this up and populates the Worn Equipment: Armor entry with the relevant data for that Carried Equipment entry.
1456529395

Edited 1456529578
chris b.
Pro
Sheet Author
API Scripter
Yes but old IDs are just numbers that are the index, 1, 2, 3 etc. So .. in addition we'd have to convert those to new ones. That is not too hard though.&nbsp; Harder would be.. on the GMs.. having to redo the macros since even if the IDs stay the same the names of the fields will change from repeating_listx to repeating_listy.. well actually.. no one really references macros for class abilities or feats right? usually only repeating_weapon is used the most. maybe spells second. so maybe it's not a big deal.&nbsp; I was thinking something similar, since traits, feats, class abilities are all so similar. even racial traits .(and the mythic versions of those) a dropdown can be used to say which type it is. but then where would that go? I guess if we combined detailed and core and feat tabs then we'd have only one tab for those 3. well then class would have to be combined into it as well. either that or.. someone has written css that allows you to hide the entire row depending on a value... sort of like our css fake buttons/arrows which are really checkboxes. depending on the page, the outer div could determine which are hidden and which are not. though.. that means technically all the html would be repeated page to page and merely hidden, which .. sounds kind crappy and slow.
1456529654
vÍnce
Pro
Sheet Author
We could probably just change the description on Worn items to a textarea that can be resized if needed. The name of the item should suffice as the "short description" I would think.
1456530143
vÍnce
Pro
Sheet Author
I think a "Carried" column checkbox could be added to repeating Equipment that would indicate if an item is carried and if it could toggle weight. &nbsp; There wouldn't be a need for Other Belongings... &nbsp;or a drag/drop between them. &nbsp; ;-(
Just a heads up: We ran into a nasty bug, where the mod values were not taken from the right areas, preventing weapon rolls from working. (They would show as blank, instead of 0, or what the mod value was.) The fix is to add or remove a point into the core, which seemingly forces an update to the others. I dunno why, but this suddenly was broken in the past week. (Also randomly removed what type of damage was added to the rolls. Dunno where or when this happened.)
1456540395
vÍnce
Pro
Sheet Author
Sarah said: Just a heads up: We ran into a nasty bug, where the mod values were not taken from the right areas, preventing weapon rolls from working. (They would show as blank, instead of 0, or what the mod value was.) The fix is to add or remove a point into the core, which seemingly forces an update to the others. I dunno why, but this suddenly was broken in the past week. (Also randomly removed what type of damage was added to the rolls. Dunno where or when this happened.) Are you still having these issues and was this with new or existing characters? &nbsp;Sounds like the sheet wasn't auto-calculating.&nbsp;
1456591799
Magik
Sheet Author
There has been a problem where the sheet stops auto-calculating. I think it may be a java problem; not a sheet problem. It can be fixed by closing all instances of your browser (which also closes java) then load it up again. It is a pain, but works to resolve the issue.
1456603553
Magik
Sheet Author
Just to recap on the equipment situation... So for the inter-workings of Worn Equipment, Carried Equipment and Other Belongings, we want to essentially collapse them into one repeating entry list so that we don't have to maintain several lists that we might want to move equipment around between. Vince suggested a "Carried" check box column for each item so that it would affect the encumbrance of the character when enabled. I suggested a drop-down that allows you to select a location for where the item is "Worn". Only one entry should be allowed to be in a worn location at a time, so any other item that currently has that worn location will be removed from that location. As far as updating the Worn Equipment list, do we want to make it editable or just for display? That being editable may be complicated since the source is a repeating entry. I'm also considering expanding on the Worn location by allowing the player another check box for "Container" that will add to the Worn Location drop-down (and let's call it simply Location) so that the player can select from the drop down any containers that he has marked. For example, a player could mark a sack as a container then along with the Worn locations, the sack would be listed. That will help the player keep track of where stuff is just in case they want to drop (or it gets stolen, disintegrated, etc) it and un-check the Carried check box, which will remove the check-box from all items in that container. Thoughts? At what point does the complexity of using the sheet outweigh its usefulness?
1456604402

Edited 1456604499
chris b.
Pro
Sheet Author
API Scripter
The dropdown for location is doable, but for containers I have not yet found a way to create dynamic dropdowns. We only have access to a few things and adding a choice node to a select does not seem to be one of them.&nbsp; Maybe it there were a list of containers , like 10 containers, and you could choose 1-10.
1456610712
vÍnce
Pro
Sheet Author
I see where you're going, but I say keep it simple. ;-) Two sections. &nbsp;One for Worn Equipment (I believe this was originally intended to show magic item slots...) and another list for Equipment. Include a column for location(text field). &nbsp;Add a selector for worn|carried|n/a. &nbsp;Worn and Carried would be included in weight calcs. &nbsp;Or just a Worn/Carried checkbox. &nbsp;User can now change the order of repeating rows. &nbsp;Group your items by location.
1456611150
Magik
Sheet Author
Instead of dynamic drop-downs, can each option in a drop-down have a tag that is either hidden or not and we can manipulate that tag?
1456717738
James W.
Sheet Author
API Scripter
Vince said: I see where you're going, but I say keep it simple. ;-) Two sections. &nbsp;One for Worn Equipment (I believe this was originally intended to show magic item slots...) and another list for Equipment. Include a column for location(text field). &nbsp;Add a selector for worn|carried|n/a. &nbsp;Worn and Carried would be included in weight calcs. &nbsp;Or just a Worn/Carried checkbox. &nbsp;User can now change the order of repeating rows. &nbsp;Group your items by location. How about we a drop down on the repeatable items to equip it in a slot, and when you equip it to a slot, it updates the Worn Equipment section accordingly, including copying the repeatable's ID into an attribute associated with that slot. &nbsp;If you edit the Worn Equipment slot directly, it uses that ID to update the item in the repeatable section (if there's no ID, generate one first, which will create the repeatable item). &nbsp;Since the item is both on the Worn Equipment and the repeatable section, we only have to worry about the weight of the repeatable section, subject to a "carried" checkbox. Bonus: give the fields on the worn armor and shield the same attribute names as on the Items tab, and it'll automatically do the same. &nbsp;Double bonus: give the repeatable items attributes for armor/shields in an expandable section, so we can import that from the Compendium, and have it automatically fill in your armor bonus and the like when you equip the item (and keep track of manual changes between un/re-equipping).
1456723090
vÍnce
Pro
Sheet Author
I love it when a field can pull double-duty and drag/drop from the compendium and have it populate multiple areas as well. Golden!
1456763649
chris b.
Pro
Sheet Author
API Scripter
Magik said: Instead of dynamic drop-downs, can each option in a drop-down have a tag that is either hidden or not and we can manipulate that tag? I don't think so ... we only seem to have access to set the "value" attribute of an input node.&nbsp; however, we could do it with radio buttons, where also would have a hidden checkbox for each radio button, and set it checked or not in the sheetworker. Then the css could control visibility the same way as we do the arrows to show/hide, by looking at the value of a checkbox at the ~ next to it, with a certain class name. That would still result in a max # of choices, it wouldn't be unlimited.
1456763723

Edited 1456763850
chris b.
Pro
Sheet Author
API Scripter
So what do we put in the beta? In the .35 I put in prod, it has a bunch of spell changes. What's in the beta now are: 1. compendium for all the different repeating sections and NPC, and 2. updates to encumbrance, but I'm not sure if it's ready , it was ready, but now it seems it's going to change again? or can we put what is currently in Beta out? the .37? If significant changes will be made to the inventory page and repeating items names, I'd rather wait, since then users will have fewer changes. Also i have feedback for the page: if a user selects "none" for the ACP or MaxDex dropdowns, should it also ignore that from encumbrance not just from armor? And secondly, should we change the display name of the choice (only 2 choices for each) from "Armor and shield" to "auto calc" or "armor and inventory" etc
1456765016
Magik
Sheet Author
I'd say wait on the Items tab updates and associated encumbrance changes. I'll work on coming up with a new model this week for it. For the ACP & Max Dex drop-downs, I'll make "None" be truly no penalties, then add "Load only" and add "Armor, Shield & Load". Also note that they can remove the encumbrance penalty on the Items tab by changing their load to Light.
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chris b.
Pro
Sheet Author
API Scripter
ok... i can make a build like that, . not sure where to put it ..&nbsp; sometimes later today since ... i am busy working at my real job :)&nbsp;