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[PF] Pathfinder Sheet Thread 5

1476159543
vÍnce
Pro
Sheet Author
Felipe A. said: Any possibilitie of adding a AbilitiesBook and Itensbook buttons to sheet so we can get quick access to all of those stats without oppening the sheet itself (like attacksbook and spellsbook buttons)? Those pink buttons sure are cute(and convenient). I think we could add those suggestions to the growing list of Ability Command Button requests   ;-)
1476160359
vÍnce
Pro
Sheet Author
Samuel T. said: Is this different behavior because those fields have the placeholder text "Macro/Query" as opposed to "#/Equation"? Yes.  ;-) My understanding (Chris, feel free to correct/clarify...) "Macro/Query" fields are handled in chat "post sheet" and "#/Equation" needs to be resolved in "real-time" from within the sheet using known values  So you couldn't use an inline roll or query within a  "#/Equation" field since that requires chat to resolve the outcome.
1476207876
Sam
Pro
Sheet Author
Vince said: Samuel T. said: Is this different behavior because those fields have the placeholder text "Macro/Query" as opposed to "#/Equation"? Yes.  ;-) My understanding (Chris, feel free to correct/clarify...) "Macro/Query" fields are handled in chat "post sheet" and "#/Equation" needs to be resolved in "real-time" from within the sheet using known values  So you couldn't use an inline roll or query within a  "#/Equation" field since that requires chat to resolve the outcome. That makes sense. So the major difference is that the equations have to be evaluated on the sheet so that they can be displayed in the modifier boxes and the macro / query commands are able to be more robust because the built in chat method does all the evaluations. I don't pretend to know what limitations the sheet-js imposes on you guys, but it's clear that it can handle sheet attribute queries as long as they result in a number or equation and don't contain another attribute query. I can see why inline brackets would give it a headache so that doesn't concern me anymore. If the help would be welcome and if you or chris would be willing to point me to where those evaluations are being made I would be willing to take a stab at making it work while still preserving the difference between the macro boxes and the equation boxes.
Suggestion for the Attribute checks: could those be rolled in with the Skillbook macro?  I've currently got STR, DEX, CON, etc. in the Misc. skills so that my players can roll those pesky CON checks to stabilize without opening the sheet... it makes sense to me to roll them up with the skill checks.  
1476240944
vÍnce
Pro
Sheet Author
@ Samuel  You've helped with the sheet before Samuel, so any contribution is welcome.  I would recommend dropping Chris a PM since he's been responsible for 99% of the js. @ Joshua Suggestion for the Attribute checks: could those be rolled in with the Skillbook macro? I've currently got STR, DEX, CON, etc. in the Misc. skills so that my players can roll those pesky CON checks to stabilize without opening the sheet... it makes sense to me to roll them up with the skill checks. That sounds like a good suggestion. +1
1476302711

Edited 1476302863
chris b.
Pro
Sheet Author
API Scripter
This is the code that handles the #/Equation. This is just pasted into the top of our sheet. IIRC, it replaces instances of [[ with ( , since there are no inline rolls as Vince mentions. It also counts up the # of [ or { or ( and makes sure the same number of closing brackets exist. It does not check to make sure they are lined up, since if they are not it will just bomb out when trying to evaluate it and put 0. <a href="https://github.com/plutosdad/SheetWorkerParsing/" rel="nofollow">https://github.com/plutosdad/SheetWorkerParsing/</a> most of the ExExp is from the Extended Expressions API someone made. I converted it for use in the sheetworker, and also I think Magik and I fixed a few things it was not handling properly, which i think were regex errors causing it to not evaluate to negative numbers. That is why you see some API command commented out like SendChat, since they are not available. So we can't send anything to chat for evaluating, then get it back. Not from the sheetworker at least.
1476331612
Sam
Pro
Sheet Author
Thanks Chris and Vince, I'll take a look at it and see what I can come up with.
I am pretty sure I brought this up in an earlier thread or post, but I dont remember if it was ever responded to. Any chance that in the Spell section&nbsp;the Caster Level and Spell Levels could be changed to formula fields? See the images below: This would be particularly useful for classes such as the Kineticist whose Kinetic Blast 'effective spell level' scales with level, or for classes whose Caster Level isn't always equal to their class level. I would also like to request a section on each spell stat-block for spell points (which can also be used for the Kineticist's burn mechanic or the Psychic's Phrenic Pool). Besides the Kineticist, these changes would also be particularly useful for several other popular third party content (such as Akashik Mysteries, Path of War, Spheres of Power, etc).
1477406409

Edited 1477406741
chris b.
Pro
Sheet Author
API Scripter
version .68 submitted today: Added collapsing sections to hide advanced fields if they are not used. This should make the sheet easier for newcomers. Plan more of this UI cleanup/simplification in the near future, rather than new features. Fixes: 1. attack or damage sometimes does not appear when rolling attack 2. cmb rolls with no damage still showing damage:0 or damage:(buff value) when rolling 3. negative ability buffs act as "drain" instead of as "penalty" 4. ability penalties, conditions, and damage not adding correctly New: 1. added more collapsing sections to hide advanced information probably not needed. : Class grid defaults to one class , "alt ranged" and "alt cmb" hidden (checkbox on config) , arrows added to left side of class grid and armor grid to hide rows you are not using. Spell school / bloodline grid simplified and shrunk to save space. 2. reorganized code to be modular for easier support. Is a little faster now especially on refresh. lots of small bugs removed that users might have never noticed. 3. Added command buttons above top menu so players see them (many don't even know they are there) 4. Added ability check 'book'. Added concentration/caster level buttons to top of spellbook, base attacks (melee/ranged/cmb) to top of attack 'book' 5. added NPC versions of ability checks, if you check "is npc" on the top of the NPC page the buttons will change to npc versions (which means it uses the GM Whisper) 6. Added notes to top for the upcoming changes to warn GMs. NPC parsing coming up,&nbsp;
1477406962

Edited 1477514809
chris b.
Pro
Sheet Author
API Scripter
ok... 1. change caster level misc to macro - that is easy. &nbsp;nvm i thought you wanted the one at the very top.. you mean &nbsp;per spell 2. spell level (per spell row) set via macro. .. a little more difficult. maybe have a checkbox to enable / disable this per caster class? 3. add a spell point/arcane pool/* box to each spell (would mythic points need to be separate?, i suppose that is a separate pool...) 4. perhaps total the spell points? I am not happy with the totals, i added several columns and now it is just messy. Now that I am a player, and stopped GMng for awhile, I notice the spellbook command macro and the totals don't handle hybrid casters at all (where some spells are prepped and some are spontaneous)&nbsp;
1477767647

Edited 1477767669
Is it the intended behavior of the sheet to do a strict sum of inventory values instead of a sum of value*qty ? Makes it a little more difficult to manage consumables.
Are repeating IDs meant to be displayed in lowercase? I noticed that using them on some API scripts (i.e. Ammo Tracker, ChatSetAttr, etc) require them to be case-sensitive.
1477787124
Magik
Sheet Author
EtoileLion said: Is it the intended behavior of the sheet to do a strict sum of inventory values instead of a sum of value*qty ? Makes it a little more difficult to manage consumables. Yes, it should probably be consistent with weight since it is calculated that way.
1477841056
chris b.
Pro
Sheet Author
API Scripter
Suw said: Are repeating IDs meant to be displayed in lowercase? I noticed that using them on some API scripts (i.e. Ammo Tracker, ChatSetAttr, etc) require them to be case-sensitive. Unfortunately all the methods we have of accessing the ID from the sheetworker sets them to lowercase before they get to the sheet, so we don't even know the mixed case from within the sheet. The all-lowercase version works for macros and such, it only won't work in chat for @{Character ID} We'd have to write an 'API Companion' type script to probably access the mixed case version. or javascript that a js developer could run in the console.
HI~ I have a bug want to report, and sorry my ENGLISH is not good, I come from Taiwan~ The bug is about&nbsp;Wound Thresholds from&nbsp;Pathfinder Unchained. Please refer to the attached gif. case 1: I set the bar1 to HP,and when I change the number of bar1, the conditions of the Wound Threshold didn't change automatically. I must go to the config page and check&recheck&nbsp;"display Wound Thresholds", than the&nbsp;condition will change correctly. But this is really a bit&nbsp;inconvenience, and my some player is not good at manipulating&nbsp;character sheet. case 2: When I directly change the number of current HP, changing of &nbsp;the condition is&nbsp;working normally.
1477844442
chris b.
Pro
Sheet Author
API Scripter
That is correct, you have to use the sheet. The code that affects other stats only works inside the sheet when it is open, and you make changes on the sheet itself. Roll20 is working on a solution to synchronize changes between the token and the sheet it is attached to, so that eventually you will be able to modify the token value, and the sheet will update correctly. But I don't know when they will finish.
chris b. said: That is correct, you have to use the sheet. The code that affects other stats only works inside the sheet when it is open, and you make changes on the sheet itself. Roll20 is working on a solution to synchronize changes between the token and the sheet it is attached to, so that eventually you will be able to modify the token value, and the sheet will update correctly. But I don't know when they will finish. OK ,I got it ,thank your reply !
1478104001
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Hey guys, I was wondering how you get the character name hyperlinks in the sheet generated macros to open the character sheet within roll20 instead of in a new tab/window.
1478106059
chris b.
Pro
Sheet Author
API Scripter
I have no idea. I just assumed links always open inside the main window, whether linking to a handout or character sheet. (maybe it's storing the last state when you opened it? Or... well IDK ) but the links are constructed like this: [name](<a href="https://journal.roll20.net/character/{{character_id}}" rel="nofollow">https://journal.roll20.net/character/{{character_id}}</a>) you just have to replace {{character_id}} with the character id&nbsp; if that doesn't work I'd ask on the pro forum if there is a way to tell roll20 in a link whether to open in a new window or inside the main window (not sure what to call that, dialog? it's not modal... )
Guys, I've got an issue I wish I had noticed before now: the new updates to the attack tab have hidden the weapon-specific macro fields. &nbsp;They used to pop up just above the macro box when the Macro Text arrow was toggled, and that's where I put the damage calculation for things like Power Attack or Deadly Aim, as per some earlier instructions from you sheet devs. &nbsp; On older sheets the Power Attack damage calculation still figures in correctly which tells me it still "exists" somewhere, but I cannot make it display even with the new "Display Advanced roll-time macro fields" box checked. &nbsp; So... please, sheet dev adventurers, save us from the invisible macro box bug. &nbsp;You're our only hope, the CR is too high for me. &nbsp;
1478132093

Edited 1478133485
vÍnce
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Sheet Author
Definitely a bug. &nbsp;You are correct and the attribute data is still there, just the section is hidden. &nbsp;We'll get that fixed.&nbsp;Thanks Joshua.
1478143401
chris b.
Pro
Sheet Author
API Scripter
fixed, v.69 submitted <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>...
1478198163
Jakob
Sheet Author
API Scripter
Suw said: Are repeating IDs meant to be displayed in lowercase? I noticed that using them on some API scripts (i.e. Ammo Tracker, ChatSetAttr, etc) require them to be case-sensitive. N.B. in the newest (on Github now, coming to one-click later) version of ChatSetAttr (which can double as ammo via --mod), repeating attributes are no longer case-sensitive.
1478219163
vÍnce
Pro
Sheet Author
Jakob said: Suw said: Are repeating IDs meant to be displayed in lowercase? I noticed that using them on some API scripts (i.e. Ammo Tracker, ChatSetAttr, etc) require them to be case-sensitive. N.B. in the newest (on Github now, coming to one-click later) version of ChatSetAttr (which can double as ammo via --mod), repeating attributes are no longer case-sensitive. Great news Jakob. &nbsp;Thanks for the update.
Hello everyone, one thing I noticed this morning that has been working two days ago. On the NPC tab the Hit Points are behaving funny and doesn't seem to take the Misc bonus into account: Lastly, I'd like to mention the issue with the CMD attributes again, that automatically switch when you plug in ability scores. So this is the situation when you open a brand new character sheet: First of all, I think the FF CMD should not take DEX into account but only STR, but this is not my main point here. The Abilities on the NPC tab look something like that. When I start putting in values this is what happens: The CMD is calculated to 12 instead of 15. If I look in the Defense Tab to see what happened this is what I see, without doing anything else but typing in ability scores: To me it looks like the default attribute for FF CMD (DEX) is overwriting the defaul attribute for CMD in the first column (STR) as soon as there is some input to the sheet regarding the ability scores. This leads to wrong calculations for CMD and FF CMD (which is calculated wrong by default to begin with). I hope the problem I'm seeing is clearer with the added screen captures, since it was quite hard to describe with words only. /K
1478274534

Edited 1478277861
chris b.
Pro
Sheet Author
API Scripter
I updated the left side dropdown to STR, which was supposed to be the default. I don't know how it got changed to DEX, must have been a copy paste error. And no matter how many times I stared at it I did not see it say "DEX" &nbsp;.. sigh.. v69 submitted, fixes: 1. 'add to attack/damage' macros not appearing in attack rows 2. npc-hd-misc not being added to npc-hp 3. First dropdown for Flat Footed CMD now defaults to STR&nbsp;
I'm using the Legacy sheet and I've noticed Defensive Abilities aren't saving, nor are Weaknesses, on my NPC sheets.
1478471778
vÍnce
Pro
Sheet Author
Brose said: I'm using the Legacy sheet and I've noticed Defensive Abilities aren't saving, nor are Weaknesses, on my NPC sheets. Hi Brose. &nbsp;Are you sure you are using the Legacy Sheet? &nbsp; Legacy Sheet; This thread is for the "official" community version of the sheet. I'm not seeing any issues with Defensive Abilities or Weaknesses saving their data. &nbsp;Anyone else notice a problem?
1478497407

Edited 1478497440
Hi, I'm going to be GMing a Kirthfinder game and I wanted to use the Pathfinder Roll20 sheets. The only immediate issue I can see is that Kirthfinder has a fourth saving throw, "Intuition." I wanted to know if there was a way I could alter the Roll20 sheets and create another save to represent that, or if I would have to try a work around instead. Sorry if this isn't the right place for such a thing.
1478504847
vÍnce
Pro
Sheet Author
If you have a Pro account, you can use a custom sheet. &nbsp;You could just add an attribute for "Intuition" on the Attribute and Abilities tab of the character journal. &nbsp;Then &nbsp;use a macro to roll for intuition. example; &{template:pf_generic} @{selected|toggle_accessible_flag} @{selected|toggle_rounded_flag} {{color=@{selected|rolltemplate_color}}} {{header_image=@{selected|header_image-pf_defense}}} {{character_name=@{selected|character_name}}} {{character_id=@{selected|character_id}}} {{name=Intuition}} {{Save=[[ 1d20 + [[ @{selected|Intuition} ]] ]]}}
I seem to still be missing the 'Add to Attack' and 'Add to Damage' Macro boxes (this was what was fixed in 0.69, right?) with the current (0.69) build. I have recalculated my sheet(s) and re-opened them. Not sure if re-joining the game would help or not?&nbsp;
1478664756
vÍnce
Pro
Sheet Author
It was fixed in v69. &nbsp;Make sure you have the option enabled on the config page...
Vince said: It was fixed in v69. &nbsp;Make sure you have the option enabled on the config page... Aha! Thankyou so much. Was that mentioned before? I must've missed it.
Just filling out an NPC creature's sheet. Attributes of 1 are giving a modifier of -4 rather than -5
1478750803
chris b.
Pro
Sheet Author
API Scripter
The Mystic said: Just filling out an NPC creature's sheet. Attributes of 1 are giving a modifier of -4 rather than -5 confirmed, found the bug. it will be fixed next update.
1478751103

Edited 1478838025
chris b.
Pro
Sheet Author
API Scripter
please check out the beta. Magik's made some awesome equipment updates: (put a weapon in the equipment list, can hit button to generate attack row, from there customize the attack. You can generate multiple rows, all linked back to equipment list. Updating equipment list version of weapon will update all attacks.) armor also added from equipment section, so only update in one place. we added a size to weapons in equipment, so that we can eventually handle automatically changing the damage dice when you change character size. we need feedback on the equipment section since it looks really different also we're making more things hidden depending on checkboxes / arrows, so the sheet looks cleaner for players that need less information. Finally we are testing an edit button (pencil in upper left) to show a more compact view that is more for reading than editing, not super happy with it yet but that is still very beta. Creature/npc/monster changes: Preview of beta monster parsing from compendium below- parse now generates rows for attacks, special abilities,etc Instead of *all* npc /monster fields being separate, they will use the same fields as PCs, so they will stop behaving unexpectedly. Thirdly an area to enter the statblock version of stats is provided, and the sheet reverse engineers the stats to get the underlying base stats to plug into the actual sheet. This means you can easily use the buffs to apply templates or buffs to the monster and as above the numbers don't get wonky when you make the slightest change like they do now. You can also drag the compendium over to this section. Animated Gif: plus it generates attacks:&nbsp;
These are fantastic features coming up, Chris! Gonna head right to the beta section and play around a bit. /K
1478870434

Edited 1478876009
Magik
Sheet Author
On PF Beta: Worn Equipment has been moved into the standard Equipment list. The Location drop-down field has the worn slot locations:&nbsp;"Armor", "Belt", "Body", "Chest", "Eyes", "Feet", "Hands", "Head", "Headband", "Neck", "Ring1", "Ring2", "Shield", "Shoulders", "Wrist". When you attempt to change an item to the same location as another item in your equipment list then it'll be changed to Carried. Additionally, when you set Armor or Shield location then the Defenses tab will update the worn armor and worn shield. We are looking at a way to display the worn equipment in an easier to view manner. To help with the worn armor & shield, the armor & shield statistics have been added to the Equipment item entries. You'll see a button to reveal/hide them. Populate these with the appropriate values and they will transfer to the Defenses tab when you set the Location field. Since we add armor statistics, we added weapon statistics as well to the Equipment item entries. This allowed us to create a system where you can put the "crossed swords" button to create an Attacks tab entry for you. Not only that, but it creates a link to the attack entry from this weapon entry in the equipment list so that whatever changes you make to the equipment entry will be reflected automatically in the attack entries that are linked. Note that "attack entries" are not "weapons".&nbsp;You can have multiple attack entries that use the same weapon. You might be using trip, sunder, attack of opportunity, mythic fleet charge, power attack, etc in the Attacks tab for the same single weapon in the Equipment items list. Now when you upgrade the enchantment on your weapon, you can have all of your bonuses updated for you in the linked attacks. Monks that want to create a dummy Unarmed Strike equipment item entry can use this to easily update their unarmed strike damage to all of their attacks in the Attacks tab at once. If you want to update attack entries with a weapon then you can enter the weapon's ID from the Equipment tab item list in the "Linked Item ID" field provided. That is all that is required to establish the link. If you don't want the attack entry to be updated automatically by the item then simply clear out the "Linked Item ID". If you want to associate the attack entry with a different weapon from now on then change the "Linked Item ID" to a different item's ID from the Equipment tab. Note that changing the "Linked Item ID" value will establish the link, but won't start updating the values in the attack until you make a change to the item. This may be changed in the future. Upon upgrading a character sheet from earlier than v1.0, the sheet will create entries of your worn items as standard Equipment entries and assign the location that they were found in. All attributes are retained as you had them under the decommissioned Worn Equipment section. Also, during the upgrade, the entries that you have on the Defenses tab for Armor & Shield have had Equipment entries created for them. If there was a matching Equipment entry (by name) present, then the armor/shield statistics were added to the Equipment entry; otherwise, a new entry was created. You may want to check the end of your Equipment item list to see if there were variations in your naming between what you already had in Equipment vs what you had in Defenses to handle any duplication of items. The Armor & Shield entries on the Defenses tab are populated only by the Equipment entries now. You can manipulate the Equipped toggle as you like so that you can take on and off armor while your character is sleeping or whatever. If you have Bracers of Armor, which take up a wrist slot for the Location drop-down in Equipment entries and you want it to appear an apply as Armor on the Defenses tab, then simply change the Location to Armor and then back to Wrist. The Armor entry will never remove the data there. It only updates it with a new Armor slot selection.
1478877731

Edited 1478877757
vÍnce
Pro
Sheet Author
Awesome work Magik! &nbsp;This will be a great addition to the sheet. Please check out the beta and provide feedback to this forum. Beta site Help us test changes to the sheet. Beta Site: <a href="https://app.roll20.net/join/801350/kEQ72w" rel="nofollow">https://app.roll20.net/join/801350/kEQ72w</a> , You can now import your character sheet and test! If you are a pro subscriber, you can use the code itself in a copy of your campaign: html: <a href="https://gist.github.com/vince-roll20/970ca00916f0c20c407fcss" rel="nofollow">https://gist.github.com/vince-roll20/970ca00916f0c20c407fcss</a> <a href="https://gist.github.com/vince-roll20/e3f9b71ada5f7a5312a8translation.json" rel="nofollow">https://gist.github.com/vince-roll20/e3f9b71ada5f7a5312a8translation.json</a> <a href="https://gist.github.com/vince-roll20/f88503fff13e7" rel="nofollow">https://gist.github.com/vince-roll20/f88503fff13e7</a>...
1478887203

Edited 1478887335
Forge
Plus
Weird (and bad) problem I'm hoping somebody could offer some guidance on -- Problem description: &nbsp;When I try to use any of the "buttons" in the character sheet (e.g. - the STR check button or an attack roll), my entire Roll20 interface locks up. Additional info: &nbsp;I'm running sheet v 0.69 in Windows10 with Chrome Browser. &nbsp;Numeric input fields in the character sheet work fine. &nbsp;For instance, I can adjust my STR modifier and the sheet adjusts properly. &nbsp;Other players in the group do not have this problem, including players that are also on Win10/Chrome. &nbsp;I tried using MS Edge browser and the buttons DID work properly then, although, the overall interface was painfully slow. &nbsp;Only system change I've made recently is changing antivirus software (now using Avira). Anybody have any idea what might be going on? &nbsp;It feels like there's been an update to chrome that might have broken a feature that I'm using or something, but, I have no idea how to troubleshoot that.
1478890018
vÍnce
Pro
Sheet Author
Are you using lastpass by chance? &nbsp;There's currently an incompatibility issue with that extension and roll20. &nbsp;There's a post on bugs forum. &nbsp;If so try disabling that extension and/or others. &nbsp;Chrome and FF are the only "officially" compatible browsers for roll20. &nbsp;Hope this helps.
Vince said: Are you using lastpass by chance? &nbsp;There's currently an incompatibility issue with that extension and roll20. &nbsp;There's a post on bugs forum. &nbsp;If so try disabling that extension and/or others. &nbsp;Chrome and FF are the only "officially" compatible browsers for roll20. &nbsp;Hope this helps. DUDE! That was it! &nbsp;I never would have in a million years figured that out. &nbsp;You sir, are a scholar and a gentleman.
1478895287
chris b.
Pro
Sheet Author
API Scripter
the latest chrome update is causing havoc for lots of people at our company.
1478895391

Edited 1478895534
vÍnce
Pro
Sheet Author
Only because I'm currently suffering from the same affliction. &nbsp;Please drop a comment in bug forum. &nbsp;On phone or if would give the link. &nbsp;Cheers. <a href="https://app.roll20.net/forum/permalink/4219014/" rel="nofollow">https://app.roll20.net/forum/permalink/4219014/</a>
1478895441

Edited 1478895460
Forge
Plus
I just put a +1 in that thread.
chris b. said: ok... 1. change caster level misc to macro - that is easy. &nbsp;nvm i thought you wanted the one at the very top.. you mean &nbsp;per spell 2. spell level (per spell row) set via macro. .. a little more difficult. maybe have a checkbox to enable / disable this per caster class? 3. add a spell point/arcane pool/* box to each spell (would mythic points need to be separate?, i suppose that is a separate pool...) 4. perhaps total the spell points? I am not happy with the totals, i added several columns and now it is just messy. Now that I am a player, and stopped GMng for awhile, I notice the spellbook command macro and the totals don't handle hybrid casters at all (where some spells are prepped and some are spontaneous)&nbsp; Regarding #2, a checkbox to enable/disable per caster class would be a good temporary solution. Another request that probably wont be fulfilled any time soon would be to include in the settings a header with 'Pathfinder Spheres of Power' (similar to 'Pathfinder Psionics' support). Under the Spheres of Power header, include a checkbox with 'Display/Enable Spheres of Power character sheet options'. Those that check this option would include: &nbsp;An additional column in the Core Tab under 'Class(es) and Levels' section. The column would be entitled 'CL' or 'SoP CL' and would have a dropbox per class where options would include: High, Medium, Low, and None (High has a value equal to level in that class, Medium has a value equal to 3/4 the level in the class, Low has a value equal to 1/2 the level in the class, None has a value equal to zero).&nbsp;The totals section of the table would add up the CL value for all classes.&nbsp; An additional section in the Spells Tab. The section would have an area including MSB (Equal to total levels in any classes with SoP CL of High, Medium, or Low) and MSD (Equal to 11 + MSB), including Misc modifier input for each. Currently in my games, I have to write out abilities for each character to determine the overall CL, MSB, and MSD for each character.
chris b. said: version .68 submitted today: Added collapsing sections to hide advanced fields if they are not used. This should make the sheet easier for newcomers. Plan more of this UI cleanup/simplification in the near future, rather than new features. Fixes: 1. attack or damage sometimes does not appear when rolling attack I'm still getting this problem. Just today I added a new weapon and when rolling it, the attack shows up but the damage doesn't. I've made absolutely sure all fields are filled in, changed every dropdown, tried recalculating the sheet, everything I can think of. The sheet claims it's on version 0.69, but the character has existed since before this bug started happening. I've also tried force refreshing the page and clearing the browser cache to make sure it's not using an old script somehow, but no luck.
1479191471
vÍnce
Pro
Sheet Author
Can you screencap your attack Rebel Scum? &nbsp;Thanks like this