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[PF] Pathfinder Sheet Thread 5

1464210498
Magik
Sheet Author
In .51, the ability buttons are working now. Something strange is happening though in the rolls from ability buttons or chat window calls, whereas they show the old Spell Resistance: ## versus pressing the button results in Spell Resistance: Yes. I don't understand how this is possible.
I can't add any spells, the Add button doesn't work. It matters not which group I am in, though the one in the gear works.
1464213044
chris b.
Pro
Sheet Author
API Scripter
Sigh, can I just give up? Stuff worked 2 hours ago. It's as if we didn't even test.
1464213325
Magik
Sheet Author
You can add new Spells if you change to the All tab first. I think the problem is that using the other spell level tabs is a filter and new spell have a blank spell level.
not sure how to add the new damage buff things to my attacks taht use them
1464213835
Magik
Sheet Author
gwen g. said: not sure how to add the new damage buff things to my attacks taht use them On the Core tab, expand Set Buffs by making the triangle point downwards. Click "Add New Buff" then give it a name. Put a check mark in the box next to DMG. The field for DMG Calc will appear, put the value that you want added to attack damage in the field. When you are ready to use this added damage, put a check mark in the box labeled "Enabled".
1464214665
Magik
Sheet Author
I'm getting a "prefix1 is not defined" error when performing a recalc. It appears to be part of&nbsp;updateSpellsCasterLevelRelated or near there. Notice: &nbsp;Current Pathfinder sheet data version:0.51, Sheet code version:0.51&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsAll&nbsp; VM38:178 &nbsp;Log: &nbsp;[array]:=========================================&nbsp; VM38:186 ["-kiz-bzdgcoq16qcuae3", "-kiz-bzqlq1vg-owvf5v", "-kiz-c-1lkrbv8rspdjr", "-kiz-c-jjx0l3ocbtrqb", "-kiz-c-v6ttjxt9pz0fc", "-kiz-c-j9n1oqwjtdayt", "-kiduajwtdigfgclsul0"] VM38:178 &nbsp;Log: &nbsp;=========================================================&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=STR, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DEX, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CON, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=INT, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=WIS, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CHA, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ranged, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Melee, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DMG, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=AC, val=4&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Touch, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CMD, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=HP-temp, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Fort, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Will, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ref, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Check, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CasterLevel, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=STR, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DEX, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CON, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=INT, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=WIS, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CHA, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ranged, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Melee, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DMG, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=AC, val=4&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Touch, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CMD, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=HP-temp, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Fort, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Will, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ref, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Check, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CasterLevel, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsAll&nbsp; VM38:178 &nbsp;Log: &nbsp;[array]:=========================================&nbsp; VM38:186 ["-kiz-bzdgcoq16qcuae3", "-kiz-bzqlq1vg-owvf5v", "-kiz-c-1lkrbv8rspdjr", "-kiz-c-jjx0l3ocbtrqb", "-kiz-c-v6ttjxt9pz0fc", "-kiz-c-j9n1oqwjtdayt", "-kiduajwtdigfgclsul0"] VM38:178 &nbsp;Log: &nbsp;=========================================================&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null] app.js?1463676414:36 CLICKED app.js?1463676414:37 Really updating character sheet values 4app.js?1463676414:38 Foudn a pre-defined key order! app.js?1463676414:37 Setting up repeating sections took until 193ms app.js?1463676414:37 Finding list of dirty attributes took until 194ms sheetsandboxworker.js?20150218:56 Triggering for change:recalc1 sheetsandboxworker.js?20150218:56 Triggering for change:recalc1_max app.js?1463676414:37 Querytest took until 202ms app.js?1463676414:37 Set values took until 255ms app.js?1463676414:37 Took 498ms VM38:178 &nbsp;Notice: &nbsp;Current Pathfinder sheet data version:0.51, Sheet code version:0.51&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsAll&nbsp; VM38:178 &nbsp;Log: &nbsp;[array]:=========================================&nbsp; VM38:186 ["-kiz-bzdgcoq16qcuae3", "-kiz-bzqlq1vg-owvf5v", "-kiz-c-1lkrbv8rspdjr", "-kiz-c-jjx0l3ocbtrqb", "-kiz-c-v6ttjxt9pz0fc", "-kiz-c-j9n1oqwjtdayt", "-kiduajwtdigfgclsul0"] VM38:178 &nbsp;Log: &nbsp;=========================================================&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=STR, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DEX, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CON, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=INT, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=WIS, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CHA, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ranged, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Melee, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DMG, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=AC, val=4&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Touch, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CMD, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=HP-temp, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Fort, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Will, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ref, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Check, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CasterLevel, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=STR, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DEX, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CON, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=INT, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=WIS, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CHA, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ranged, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Melee, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=DMG, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=AC, val=4&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Touch, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CMD, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=HP-temp, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Fort, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Will, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Ref, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=Check, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;at setBuffExistsFlag: col=CasterLevel, val=0&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsAll&nbsp; VM38:178 &nbsp;Log: &nbsp;[array]:=========================================&nbsp; VM38:186 ["-kiz-bzdgcoq16qcuae3", "-kiz-bzqlq1vg-owvf5v", "-kiz-c-1lkrbv8rspdjr", "-kiz-c-jjx0l3ocbtrqb", "-kiz-c-v6ttjxt9pz0fc", "-kiz-c-j9n1oqwjtdayt", "-kiduajwtdigfgclsul0"] VM38:178 &nbsp;Log: &nbsp;=========================================================&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 0&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 1&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterAbilityRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; VM38:178 &nbsp;Notice: &nbsp;updateSpellsCasterLevelRelated&nbsp; VM38:178 &nbsp;Notice: &nbsp;[integer]: 2&nbsp; VM38:178 &nbsp;Notice: &nbsp;[null]&nbsp; sheetsandboxworker.js?20150218:250 ReferenceError: prefix1 is not defined(…) sheetsandboxworker.js?20150218:251 ReferenceError: prefix1 is not defined &nbsp; &nbsp; at Object.eval [as -K-KrskQbKfxrjP4o2dZ//false//0.3479083797428757] (eval at &lt;anonymous&gt; (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6</a>), &lt;anonymous&gt;:4981:43) &nbsp; &nbsp; at _fullfillAttrReq (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31</a>) &nbsp; &nbsp; at DedicatedWorkerGlobalScope.messageHandler (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6</a>) sheetsandboxworker.js?20150218:250 ReferenceError: prefix1 is not defined(…) sheetsandboxworker.js?20150218:251 ReferenceError: prefix1 is not defined &nbsp; &nbsp; at Object.eval [as -K-KrskQbKfxrjP4o2dZ//false//0.5997126204892993] (eval at &lt;anonymous&gt; (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6</a>), &lt;anonymous&gt;:4981:43) &nbsp; &nbsp; at _fullfillAttrReq (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31</a>) &nbsp; &nbsp; at DedicatedWorkerGlobalScope.messageHandler (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6</a>) sheetsandboxworker.js?20150218:250 ReferenceError: prefix1 is not defined(…) sheetsandboxworker.js?20150218:251 ReferenceError: prefix1 is not defined &nbsp; &nbsp; at Object.eval [as -K-KrskQbKfxrjP4o2dZ//false//0.954831218579784] (eval at &lt;anonymous&gt; (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6</a>), &lt;anonymous&gt;:4981:43) &nbsp; &nbsp; at _fullfillAttrReq (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31</a>) &nbsp; &nbsp; at DedicatedWorkerGlobalScope.messageHandler (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6</a>) sheetsandboxworker.js?20150218:250 ReferenceError: prefix1 is not defined(…) sheetsandboxworker.js?20150218:251 ReferenceError: prefix1 is not defined &nbsp; &nbsp; at Object.eval [as -K-KrskQbKfxrjP4o2dZ//false//0.060089336009696126] (eval at &lt;anonymous&gt; (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6</a>), &lt;anonymous&gt;:4981:43) &nbsp; &nbsp; at _fullfillAttrReq (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31</a>) &nbsp; &nbsp; at DedicatedWorkerGlobalScope.messageHandler (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6</a>) sheetsandboxworker.js?20150218:250 ReferenceError: prefix1 is not defined(…) sheetsandboxworker.js?20150218:251 ReferenceError: prefix1 is not defined &nbsp; &nbsp; at Object.eval [as -K-KrskQbKfxrjP4o2dZ//false//0.3520415343809873] (eval at &lt;anonymous&gt; (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6</a>), &lt;anonymous&gt;:4981:43) &nbsp; &nbsp; at _fullfillAttrReq (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31</a>) &nbsp; &nbsp; at DedicatedWorkerGlobalScope.messageHandler (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6</a>) sheetsandboxworker.js?20150218:250 ReferenceError: prefix1 is not defined(…) sheetsandboxworker.js?20150218:251 ReferenceError: prefix1 is not defined &nbsp; &nbsp; at Object.eval [as -K-KrskQbKfxrjP4o2dZ//false//0.5767645624000579] (eval at &lt;anonymous&gt; (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:228:6</a>), &lt;anonymous&gt;:4981:43) &nbsp; &nbsp; at _fullfillAttrReq (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:203:31</a>) &nbsp; &nbsp; at DedicatedWorkerGlobalScope.messageHandler (<a href="https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6" rel="nofollow">https://app.roll20.net/js/d20/sheetsandboxworker.js?20150218:235:6</a>) app.js?1463676414:37 Really updating character sheet values 4app.js?1463676414:38 Foudn a pre-defined key order! app.js?1463676414:37 Setting up repeating sections took until 230ms app.js?1463676414:38 Foudn a pre-defined key order! app.js?1463676414:37 Finding list of dirty attributes took until 252ms sheetsandboxworker.js?20150218:56 Triggering for change:recalc1
1464214805

Edited 1464214904
chris b.
Pro
Sheet Author
API Scripter
sigh, how the hell did that sneak in? yes i just tested and can add spell on the "all" tab. however, I was able to add spells on other tabs before, not sure when that stopped working. we need web test software to do regression tests.
1464215976
Magik
Sheet Author
chris b. said: Sigh, can I just give up? Stuff worked 2 hours ago. It's as if we didn't even test. For as much that changed, it doesn't seem like there is much wrong. Overall, it is a success. There is a workaround for the addition of spells. Well done!
Also I have a minor complaint, the huge decrease in the name size in the inventory. We use these as logs, and most of the names can fit 4-5 letters before you can't see the rest of it.
1464224779

Edited 1464225211
chris b.
Pro
Sheet Author
API Scripter
Courtney R. said: Also I have a minor complaint, the huge decrease in the name size in the inventory. We use these as logs, and most of the names can fit 4-5 letters before you can't see the rest of it. ok we'll fix it tonight along with the other issues. &nbsp;We didn't actually try to shrink it just shrunk somehow. Sheet must have gotten wet.
1464225250
chris b.
Pro
Sheet Author
API Scripter
Magik said: gwen g. said: not sure how to add the new damage buff things to my attacks taht use them On the Core tab, expand Set Buffs by making the triangle point downwards. Click "Add New Buff" then give it a name. Put a check mark in the box next to DMG. The field for DMG Calc will appear, put the value that you want added to attack damage in the field. When you are ready to use this added damage, put a check mark in the box labeled "Enabled". Actually you can be on any tab now, it's up above the tabs. weeee!
Hey guys, thanks for the hard work, the .51 changes came through just in time for my campaign and it's all working like a charm now! You guys are great, and I'm loving the new spell list functions now that I'm used to it. Also, the buffs and conditions are so much more accessible!
Loving the new layout of the sheet! One thing I'm not sure has been flagged up here yet though is an issue we were having last night where rolling an Attack macro from the NPC tab results in various fields disappearing. Fields before attempting to roll -&nbsp; Fields after attempting to roll - It cycles back and forth between the two states if you continue attempting to roll the macro, and nothing ever actually gets rolled.
1464257107
chris b.
Pro
Sheet Author
API Scripter
Boatman try clicking on the button all the way to the right, the problem is the invisible area of the number and arrow is too wide. Another thing that may help is making the sheet narrower. we'll fix that , it keeps cropping up
1464301367

Edited 1464303471
vÍnce
Pro
Sheet Author
chris b. said: Boatman try clicking on the button all the way to the right, the problem is the invisible area of the number and arrow is too wide. Another thing that may help is making the sheet narrower. we'll fix that , it keeps cropping up &nbsp;&nbsp;Ugh...&nbsp;Whenever we make changes to font-size, padding, margins, etc. it can have an adverse affect on the hidden clickable areas we use on our section/sub-section nav text. &nbsp;I'll get a fix for that. For now, try clicking on the far left edge of the roll button. &nbsp;You may have to try resizing the sheet (smaller will probably work better) to get the proper spot. Thanks Boatman
I noticed a bug in the skills tab when using a macro in the "Misc Macro" column. Sorry if this was reported before, I looked though the last previous pages and didn't see any mentions.&nbsp; When entering a number the total is calculated correctly, but when adding a macro the output of the macro is not included in the total. The Misc box shows the output of the macro correctly. Testing was done with the macro "@{class-0-level}". Here is a screenshot of the defaults Here is a screenshot of using a number in the Misc Macro box, notice both the Misc and Total Box show 1. Here is a screenshot of using the macro&nbsp;"@{class-0-level}" in the Misc Macro box. Notice the Misc box shows 1, but the total box shows 0.
1464307300

Edited 1464310951
vÍnce
Pro
Sheet Author
Looks like a bug Joe. &nbsp;;-( We'll add it to the stack. &nbsp;Should be fixed with the next update. &nbsp;Thanks Update: fix is on the beta (same with the other bugs mentioned above)
Apologies if I'm being dense here, but... can someone please explain the new concept of operations for the spell list?? Under the old sheet -- I have a prepared caster that had an extensive collection of 0 - 3rd level spells. &nbsp;I used the spell level tabs to keep track of which spells were in my spell book. &nbsp;I used the "prepped" field to track how many of each spell I had memorized. &nbsp;I used to roll button whenever I cast the spell. &nbsp;It worked quite well. When I open my new sheet... &nbsp;I see my 1st and 2nd level spells on the appropriate spell level tabs. &nbsp;3rd level tab is now empty. &nbsp;The "all" tab has the 3rd level spells. &nbsp;The config tab has a section where all of my old spells are shown. &nbsp;I've read the announcements, both in sheet and on this forum and do not understand what I'm supposed to be doing to make things work correctly. &nbsp;I don't use any custom macros, so, that guidance is lost on me. &nbsp;It seems all I'm asked to do is delete everything, but, I don't know how I'm supposed to get it back. So, here are my questions: Am I now supposed to track _all_ of my spells at all levels on a single tab? &nbsp;If so, how is that seen as an improvement over the old system? &nbsp;(I'm only a 6th level caster -- I can't imagine how painful that will be at higher levels) What is the easiest way to get all of my old spells to re-appear properly under the new system? &nbsp;Do I have to manually delete all of them and re-add? &nbsp;Or is there a way to get the to properly translate over? What is the recommended best practice for playing a prepared caster using this new sheet????!?
1464312467
vÍnce
Pro
Sheet Author
Chris can probabkly better explain, but here goes; What should be showing up under Config's "Cleanup Old Spells" section are only the old duplicated spells (id of "0"). &nbsp;Your current spells (with a proper id) can be found in under Spell Lists. &nbsp;The old spells are no longer being utilized and have been replaced with new ones. They are safe to delete. &nbsp;ID's are given in case you have macros that need to be updated. &nbsp;There shouldn't be a need to re-enter any spells unless you see a red dashed border with a warning saying that you must delete that particular repeating row. Instead of us having to maintain 10 repeating sections for spells(0-9), we consolidated them into a single repeating section. &nbsp;They can be sorted by level(using the spell levels tabs) so their shouldn't be any apparent difference to the sheet-user.
1464312798

Edited 1464312835
chris b.
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Sheet Author
API Scripter
That is correct. If those level 3 spells are not showing up, while clicked on the All spell levels &nbsp; tab, try changing the spell level to 4 and then back to 3. What appears in the spell level field now ?
Ok - I think I understand the conops a bit better now. &nbsp;To summarize, the "All" tab is intended to be the single repository of all spells. &nbsp;The "Level 0" through "Level 9" tabs are simply filtered views based on spell level of that single master list of spells. &nbsp;Correct? If so, I've got the theory and now need help with the application -- all of my spell DCs and caster levels are appearing as 0 in the roll template. &nbsp;Caster level checks also appear to think my caster level is 0 for all of my old spells. &nbsp;How do I get them to update with my actual caster level? &nbsp;The class number field appears to be referencing the correct class (in this case, the default 0 class as I'm a single class caster). &nbsp;The actual "class" text field is empty, but, I would not expect that to make an impact. I'm hoping that the answer here is that I just need to toggle one field to get all the DCs and such to calculate again... ????
1464317325
chris b.
Pro
Sheet Author
API Scripter
It should reset if you add one to the class level at the top and then set it back. Then all caster levels should be reset.&nbsp; There is a bug for spell DCs so they can't all be set at once, so youd have to set the DC for each spell by maybe adding one to the spell level then changing it back, per spell.
Toggling my caster level at the top seems to have helped the caster level check. DCs are still jacked. &nbsp;Tried toggling the level on a few and it didn't help. &nbsp;Any other suggested workarounds?
1464319366

Edited 1464319471
Forge
Plus
I've also just noticed that the ranges for my spells were overwritten. &nbsp;I typically put an expression into the range field to autodisplay (e.g. - [[{spellclass-0-close}]], but, that has been overwritten with "0" in most of my spells, it seems. Was it known that this update would create this much manual re-work or did something go wrong with my conversion?
I'm noticing an issue with several AC ability modifiers (AC-ability-mod, FF-DEX, CMD-DEX, FF-CMD-DEX) that could have appeared or reappeared with the recent version change.&nbsp; These auto-filled fields all now have a red dotted outline and a zero bonus is shown whenever Dex is selected as the determining ability (as it normally would).&nbsp; In the snapshot I've switched the CMB/CMD field normally set to STR to show the actual DEX bonus isn't the issue.&nbsp; I've tried most alternate settings and changed value, but the only difference is that non-DEX abilities show their real value and the boxes stay red. I had noticed just the zero bonus part of this with AC-ability-mod in the same sheet 1-2 months ago, but it went away after switching the ability key to something else and back with a forced sheet recalc.&nbsp; No other issues within that character sheet (apart from ones already mentioned for the new version), and I haven't seen anything like this on any of the sheets I use for NPC's/creatures in my game.
1464322043
Magik
Sheet Author
I think those are a way of signaling to you that those values have been limited by your encumbrance and/or armor/shield. You can change this by modifying the appropriate drop-down options next to ACP and Max Dex
That not only sounds reasonable, but I found a shield where a Max Dex 99 switched to 0.&nbsp; Thanks! I must have typo-ed when switching this NPC sheet from Worn Armor/Shield to Armor/Shield 1, since the NPC tab seems to only use values from A/S 1 (not Worn).&nbsp; I'm guessing the red outline part may be a recent change, even if the zero out isn't.
1464324226

Edited 1464324506
chris b.
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API Scripter
The range text should remain the same. The range number ... is new and is based on parsing the string assuming it is similar to spells as they appear in the SRD. So it looks for "close (25 ft/lvl)" etc and uses the caster level defences by the spell. So you could replace them all with "close" "med" "long" and the template will show the actual range in feet. I can update the parser to make sure the word close /medium/long anywhere in the string is ok (instead of just at the beginning) Actually the parser has been there awhile... I think the change was to range number displayed in the template instead of the range text. no it should not be work... if you wait till next week I think we should have it ready so just hitting refresh will fix them In the meantime you could use the "old" spells on the config page which should work. they wont update based on any changes though.
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Edited 1464329377
So one thing that I recently noticed is that under my Attacks tab, every time I click the recalculate button, I have two empty "dummy" attacks that say there is an error and they need to be deleted prior to adding/editing attacks. Image below. I tried migrating all of my data to a brand new sheet, but the issue persists. Is this intentional behavior? Also, I'm having an issue auto-calculating the max HP for my character's familiar. Inside the field @{HP-formula-macro-text} under the Core tab, I'm inserting the following formula: [[ floor(@{Zemaraum|HP|max} / 2) ]] That should set my familiar's max HP to half the master's (my character whose name is Zemaraum - I even copy/pasted to avoid a possible typo) max HP rounded down, and it shouldn't resolve as a negative number. Not only did that not cause the familiar's max HP to be set to the appropriate value, but it seems to have broken the entire game for me. Even after removing the formula and replacing it with a static value, I'm now having crazy issues with parts of the Roll20 UI that aren't even tied to the character sheet. My chat log now looks like this: All of those black lines are roll template boxes that got smooshed together. No matter what I type into chat, nothing comes up. I haven't been able to get any of my players to check and see how their in-game logs look (our next scheduled game isn't until Sunday and we are all fairly busy during the week so it's rare for us to log in on days when we aren't playing), but I suspect the problem is only affecting me because I checked the game's chat archive and all of the stuff I've entered into the chat box has appeared there, just like it should (interestingly, the chat archive indicates that when I entered the formula into chat, even though I couldn't tell in-game, the formula resolves to the correct expected value). No matter how many times I leave the game and rejoin though (either as a player or as a GM), I still can't get anything to appear for me in-game. I've logged out and back in, I've wiped my browser's history/cache/cookies, I've updated to the latest version of Google Chrome, and rebooted my computer, but alas the issue persists. It is only affecting me in the game containing the sheet where I tried to enter that formula. I have joined different games and things are working normally. I'm considering deleting the sheets of my character and his familiar and starting from scratch, but that will be time-consuming and tedious. My last resort will be to just start a new game, but that's even more time-consuming and that affects not only me but my friends too. That's even less appealing. Edit #1: In the interest of maximum reproducibility, I should note that I also tried inputting the formula into the @{NPC-HD-misc} field under the NPC tab before I noticed the problem. I've since changed it to a static numerical value. Edit #2: I also turned off all my Chrome extensions and my antivirus/firewall software to rule them out as possibilities. Short of filing an official Roll20 bug report, I've done everything outlined in the&nbsp; Help Wiki to resolve the issue.
1464330313

Edited 1464331993
vÍnce
Pro
Sheet Author
The red dashed borders are used to indicate there is a problem with a repeating row. &nbsp;If they are left, they will continue to cause more problems, like generating additional repeating rows. &nbsp;Try deleting them, then close the sheet, and reload the game. &nbsp;Do they come back? &nbsp;If they do, there may some other underlying issue that needs to be investigated... Try "Clear Chat Log" in the game's My Settings to fix the black lines in chat. &nbsp;This will not clear the archived chat. Update: Silvyre said: A game's Creator is often able to fix issues with their Text Chat by Clearing the game's Chat Archive (note: not Clearing your Current Chat Log ). A GM might want to copy/back up the Chat Archive before the Creator clears it. I'm not sure if the parser can use the attribute data from another sheet. &nbsp;I seem to recall that this has worked (very old post in the forums). &nbsp;I'm just not sure if this can be done with the PF parser. &nbsp;Anyone else able to pull attribute data from one sheet and into another?
1464332902

Edited 1464360064
Vince said: The red dashed borders are used to indicate there is a problem with a repeating row. &nbsp;If they are left, they will continue to cause more problems, like generating additional repeating rows. &nbsp;Try deleting them, then close the sheet, and reload the game. &nbsp;Do they come back? &nbsp;If they do, there may some other underlying issue that needs to be investigated... Try "Clear Chat Log" in the game's My Settings to fix the black lines in chat. &nbsp;This will not clear the archived chat. Update: Silvyre said: A game's Creator is often able to fix issues with their Text Chat by Clearing the game's Chat Archive (note: not Clearing your Current Chat Log ). A GM might want to copy/back up the Chat Archive before the Creator clears it. I'm not sure if the parser can use the attribute data from another sheet. &nbsp;I seem to recall that this has worked (very old post in the forums). &nbsp;I'm just not sure if this can be done with the PF parser. &nbsp;Anyone else able to pull attribute data from another sheet and into another? If I delete them, close the sheet, and then reload the game they do not come back. They do, however, come back after pressing the "Recalculate Sheet" button. I'm not sure what that implies or the significance of it, but I figured it was worth mentioning. Fortunately, as far as I can tell, it hasn't resulted in any serious problems. For what it's worth, I experienced this on v0.5 as well, but I assumed it was an artifact due to upgrading from&nbsp;v0.44. I'm posting it now because I am still seeing it after moving my data manually by hand to a fresh v0.51 sheet. I did try the in-game "Clear Current Chat Log" button to no success. I will send a message to the game creator and ask him to clear the Chat Archive at his earliest convenience to see if that fixes the problem. Even if the parser can't use the attribute data from another sheet, I would not expect to see a problem of this magnitude. But I'm not very familiar with how character sheets work.
1464349989

Edited 1464351922
chris b.
Pro
Sheet Author
API Scripter
Ok thanks, Riley and we saw the red borders reappear before. One idea is to open all sheets and delete all red rows and log out. if they are ALL gone then I think that fixed it, iirc. Riley also changed something on the server to stop this but apparently its back. But only the GM can do that. (or whoever has edit access to those characters) If your GM has a pro account , ask them to make a copy of the campaign first and send the link to Riley and mention this post so we can test with it. If not, then maybe the devs can make a copy if you send us a link to the campaign. Edit: For the black lines ... try going to config and choose "use simple templates" and see if that helps, that will use a 2nd set of templates. But that is ... i have never seen that before. Well no, I think I have like a year ago but clearing the chat archive from outside the game fixed it
1464351991
chris b.
Pro
Sheet Author
API Scripter
Known issues updated at top post.&nbsp; sigh, sorry folks,&nbsp;
Whew! Just read through all of these posts since the upgrade. What an immense amount of work that was completed. Is there still road ahead in the path of this project? Of course. Are there hurdles and potholes in said road? Indeed. Despite this and any other obstacles that are just going to be present in a project like this, this is a great sheet. Thank you, authors and contributors, so much for your work! This sheet has helped me incredibly. I am nothing if I am not grateful for your efforts.
chris b. said: The range text should remain the same. The range number ... is new and is based on parsing the string assuming it is similar to spells as they appear in the SRD. So it looks for "close (25 ft/lvl)" etc and uses the caster level defences by the spell. So you could replace them all with "close" "med" "long" and the template will show the actual range in feet. I can update the parser to make sure the word close /medium/long anywhere in the string is ok (instead of just at the beginning) Actually the parser has been there awhile... I think the change was to range number displayed in the template instead of the range text. no it should not be work... if you wait till next week I think we should have it ready so just hitting refresh will fix them In the meantime you could use the "old" spells on the config page which should work. they wont update based on any changes though. Thank you, Chris. I truly do appreciate all the work you and the team have put into the sheet. &nbsp;Parsing the range text is a great idea and a good change that I will happily use. I'm glad to hear that there is work going on to make a refresh fix the whole thing (caster level, DCs, etc). &nbsp;I think I will wait on that rather than manually try to tweak everything at this point. &nbsp;Any chance this is done in time for my Monday evening game? Sadly, I've already deleted the "old" spells from the config page -- I'm happy to report that the whole sheet does seem a tad snappier now. Thanks again, for this work. &nbsp;I'm trying hard not to be "that guy" that freaks out about issues I'm having with something that you guys are doing out of the goodness of your own hearts. &nbsp;It really is appreciated. &nbsp;I would not even know where to start in doing all of this myself, so, you truly do have my thanks.
1464355822

Edited 1464356292
chris b.
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Sheet Author
API Scripter
After bugs there are a few internationalization tasks still left. And I would like to continue cleaning up the html. The whole release was about making it easier to support and also fix some html people have been complaining about, like too many tabs, too confusing. And the wiki really has to be updated. Anyone can help update that.&nbsp; Is there still road ahead in the path of this project? There are a ton of suggestions on the first post people have asked for. However the page is so slow already ... each addition makes it slower... But Magik has been super busy, so has Vince, i have been lately too (most of this release was done awhile ago, but it was sitting there waiting for others to help test. We did as much testing as possible but obviously missed things like when I added concentration back it messed up spells) I am starting a new job in a few weeks so am busy documenting all my duties and support procedures so other people can keep things running.&nbsp; Plus all the stress from this and changing jobs makes me want to take a break. I hate bugs showing up and each time I see one I think "how come I did not think of testing that?" or "how come i didn't retest after making that change?" which is why we have QA departments and regression and code coverage testing products in the first place. Which I think we could really use. The page is basically a giant single page application.
1464356057

Edited 1464356383
chris b.
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Sheet Author
API Scripter
Forge said: I'm glad to hear that there is work going on to make a refresh fix the whole thing (caster level, DCs, etc). &nbsp;I think I will wait on that rather than manually try to tweak everything at this point. &nbsp;Any chance this is done in time for my Monday evening game? Sorry but no, they put out the updates in the early part of the week, and I assume everyone at Roll20 has monday off. I don't want to try to quickly put an update in today and ask them to expedite it since.. what if someone finds a worse bug over the weekend? It's not like I can call up Roll20 and ask them to revert the page over the weekend. At least the DC per spell level is still visible and correct in the middle of the spell page, it's not on each spell but .. that doesn't help GMs much who won't have pages open. The updates to spells broke somehow. that's ok, I got a lot of heated PMs, so posting bugs in the forum is only helpful to us.&nbsp;
1464358540
vÍnce
Pro
Sheet Author
chris b. said: that's ok, I got a lot of heated PMs, so posting bugs in the forum is only helpful to us.&nbsp; ;-P
1464365588

Edited 1464365851
Dragynwulf
Sheet Author
Ok...not sure if it's a bug, or if I've overlooked a rule somewhere. &nbsp;The Flat Footed correctly negates DEX to AC/CMD/etc, but also seems to be applying a -1 penalty to those that, as near as I can tell, isn't supposed to be there. From the&nbsp; SRD : "A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability. Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat." Is there something I've overlooked, or is that -1 an errant thing? Edit: &nbsp;Yes, I know FF-AC and FF-CMD are things, but macros usually reference AC/CMD, so the condition would let us use the same macros. &nbsp;It's worth noting that applying the condition also lowers the FF-AC and FF-CMD by 1, as well. Edit2: Btw, thanks for all your work!
1464365904
chris b.
Pro
Sheet Author
API Scripter
can you post a screenshot? I remember seeing it off by 1 way back a few months ago but haven't seen it happen since. thanks
1464365946

Edited 1464367115
Magik
Sheet Author
It is probably your dodge bonus, which you lose when you lose your Dex bonus. It isn't evident on the sheet under the Dodge column, but it is calculated in the AC total. <a href="http://paizo.com/pathfinderRPG/prd/coreRulebook/co" rel="nofollow">http://paizo.com/pathfinderRPG/prd/coreRulebook/co</a>... Dodge Bonuses : Dodge bonuses represent actively avoiding blows. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other. EDIT: The bug here is probably that the sheet is further modifying the FF AC by the dodge bonus when it shouldn't be.
Nope, no dodge bonus either. &nbsp;I'll screenshot it. Without: With:&nbsp; As shown, I think it's the -1 from the Cond column coming into play.
1464367417
chris b.
Pro
Sheet Author
API Scripter
ok thanks, found the bug. yes it was also adding -1. fix will be added to the next update. yes we've found it good since also modifies touch ac, and there is no default "flat footed touch" in the game, since usually that is just a straight 10. But I love to debuff players :) .&nbsp;
1464367425

Edited 1464370753
Magik
Sheet Author
A picture is worth a thousand words. Thanks! That helps.
My players have entered a ton of spells, but since it was as they got them, they are in chronological order, not alphabetical order. &nbsp;is there any way to re arrange / drag/drop spells once entered? thanks, amazing sheet! &nbsp;Its made our games so so much better, thanks!
In skills, the Knowledge (Nobility) misc is keyed to the Acrobatics misc field. Numbers in the input fields still add to the correct skill, but it still seems like something that should be addressed
1464374237
Magik
Sheet Author
Bad DM [Matthew P.] said: My players have entered a ton of spells, but since it was as they got them, they are in chronological order, not alphabetical order. &nbsp;is there any way to re arrange / drag/drop spells once entered? thanks, amazing sheet! &nbsp;Its made our games so so much better, thanks! For any repeating list, you can hit the Modify button at the bottom of the list then grab the&nbsp; &nbsp;icon and move the entry to a new position. Press Done at the bottom of the list to save the change.