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[PF] Pathfinder Sheet Thread 5

1453367682
vÍnce
Pro
Sheet Author
v20 beta additions/updates <a href="https://app.roll20.net/join/801350/kEQ72w" rel="nofollow">https://app.roll20.net/join/801350/kEQ72w</a> increased DR field size on NPC section added Hardness and HP to weapons, armor, and shields added additional formatting and text to the repitem buttons moved the collapsible sub-section toggles to a single row to help compact the layout Description &gt; Macro Text &gt; ID &gt; I didn't do this on spells 1-9 or the npc SLA,etc. I figured those sections will need to get updated with last weeks changes and more...
Thank you so much! Having the collapsibles in one row means a lot to me somehow :)
1453383656

Edited 1453383690
Magik
Sheet Author
My character is able to enlarge himself now. I have 27 attack entries for all different situations that can come up. How can I easily update the damage category on all of them? Example: 1d8 weapon damage becomes 2d6. Thanks! Magik
1453386713
Magik
Sheet Author
My character is able to enlarge himself now. I have 27 attack entries for all different situations that can come up. How can I easily update the damage category on all of them? Example: 1d8 weapon damage becomes 2d6. I think I have a couple of options. I could either pre-stage entries in each "Macro Text" field for something like: {{LargeDamage=[[ 2d6 + [[ @{total-damage} ]] ]]}} or if there is a way to check to see if a Buff is active then roll one set of dice versus the other. Is such a conditional macro possible? Thanks again! Magik
1453390594

Edited 1453391268
chris b.
Pro
Sheet Author
API Scripter
If then in macros: You can do it like this <a href="https://wiki.roll20.net/Useful_Macros#Conditional_" rel="nofollow">https://wiki.roll20.net/Useful_Macros#Conditional_</a>... Vince has a better handle on them than I do, it is a real convoluted way of setting up an if then. ========== I've thought about the damage progression. Unfortunately there are 4 different dice progressions for size changes, instead of only 1. It is doable but would be complicated for users to enter. we couldn't have a simple "increase all dice by n steps in progression" Damage&nbsp;Die progression rules: To do it we'd have to add a dropdown for type of attack: natural, weapon. Then for Natural attack there are 2 modifiers that change dice differently than just "1 step up": improved natural attack, strong jaw. Those are the 4 damage progressions I know of. We'd have to add a checkbox in config to enable this or we'd break everyone's sheets. Here are a few threads on dice progression <a href="http://paizo.com/threads/rzs2qwfo?Can-we-please-ge" rel="nofollow">http://paizo.com/threads/rzs2qwfo?Can-we-please-ge</a>... <a href="http://paizo.com/threads/rzs2qusu?Magical-Nonmagic" rel="nofollow">http://paizo.com/threads/rzs2qusu?Magical-Nonmagic</a>... Not only would they have to pick the type of attack and modifying feats (in order to decide which of the 4 progressions to use) they'd also have to know to pick size first when creating new characters (especially NPCs since the dice are already figured in). We'd also have to track "old size" and "new size" - something we have not done yet for any ability, I am not sure how bad that could get esp if people use the API to change things. On top of that, there is the strength and dex adjustment, which is different depending on how the creature grew. Enlarge Person has different adjustments than "naturally" increasing the size of your Eidolon or Animal Companion,. Right now in addition to size players have to manually add in STR and DEX (and maybe CON) adjustments via buffs or right on the ability grid. If we're going to adjust damage dice may as well adjust that. so .. the complicated rules make it a good thing to move to code rather than players remembering all the things that change. But the complicated rules also make it a bad thing to code since there are so many permutations of what players may want to do, that the limitations that would come with code may straightjacket players and dms. Most players would use the simplest (enlarge person affecting them and a weapon) but DMs would need them all. If we could change the css of a field in code, we could at least highlight changes so players know "oh this is not what I expected due to a size modifier" instead of "why is this number wrong"&nbsp; ... unless we just add an "enlarge person" button that does only that one specific set of changes.&nbsp; The above is just brainstorming, did I miss anything or is there any size related change that should be implemented or not implemented? We can try it in a beta site and see how it comes out. It would be maybe late February? we have some changes to do first, people have asked for changes to the spells which are in beta now, and then calculating weight and syncing it with encumberance. and even before that people have asked for extra dice entries for precision damage or other extra damage (which would not get increased due to size) , and i have been pretty busy with work.
1453394439
Magik
Sheet Author
Thanks for the verbose post! I wasn't aware of all the different damage progression lines. It seems that this should fall under the player's responsibility even though some really advanced coding and table lookups could help, it may over-complicate the sheet. I can't imagine that the percentage of players that would actually use this feature would warrant the change. I'll try out the conditional macro and post back here if I get it working. Magik
Inquiry: should I still post about bugs regarding the multiplication of attacks? - Max
1453412773

Edited 1453414149
vÍnce
Pro
Sheet Author
Absolutely, and with as much detail as possible please, to help verify and solve any problems. &nbsp;Thanks
1453426679
Magik
Sheet Author
Ok, so the conditional macro is math-based. It does some tricks to get the result you want based on the condition leaving you with a 0 or 1 that you then multiple against your die roll. Here is what I have for my monk's unarmed attack, which is 2d6 when large and 1d8 medium (entered into the attack entry on the sheet). I put brackets in specific spots so that I could still see the dice rolls, but not all of the formula crap. This produces working and legible output. Buff7 is my Enlarge Person entry. {{damage=[[ [[-1*floor((1-@{buff7_Toggle}-0.1)/(abs(1-@{buff7_Toggle}-0.1)+0.001))]]*2d6 + [[-1*floor((@{buff7_Toggle}+0.1-1)/(abs(@{buff7_Toggle}+0.1-1)+0.001))]]*@{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}} There may be an easier way, but this works so I'm not complaining. Thanks for the pointer! Magik
Hey Vince, I am continuing to have problems with my buffs not working. I enter values in the macro text, (simple numbers) and the disabled fields aren't updating. Are you still having this issue?
1453438685

Edited 1453438756
vÍnce
Pro
Sheet Author
Paul T. said: Hey Vince, I am continuing to have problems with my buffs not working. I enter values in the macro text, (simple numbers) and the disabled fields aren't updating. Are you still having this issue? I just played around with an existing character and was able to toggle buffs on/off and it looks like everything is firing for me. &nbsp;My adjustments are also just straight numbers, no macros. 90% of the sheet's calculations are now done in sheet workers so I'm not really sure how to troubleshoot. &nbsp;Do you see anything odd when looking at the console and toggling a buff? Lets try this as a test: on buff 1. enter "10" for Melee, make sure everything else is "0" for the row and column. &nbsp;Clear the log and toggle buff 1. ON I'll post my result that's working and you can post yours that is not. CLICKED app.js?1453170600:36 Updating character sheet values app.js?1453170600:36 Really updating character sheet values app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0", "1", "2"] app.js?1453170600:37 ["0", "-K6wVGh6mfOlvSlGowh7", "-K6wZHlEndT4QaKqQaRb"] app.js?1453170600:37 ["0", "-K6wZ3fxAqcwsZqcV30b"] app.js?1453170600:37 ["0", "-K781szpfmg8DLuwS5eW"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0"] app.js?1453170600:36 Setting up repeating sections took until 38ms app.js?1453170600:36 Finding list of dirty attributes took until 39ms app.js?1453170600:36 Querytest took until 40ms app.js?1453170600:36 Set values took until 50ms app.js?1453170600:36 Took 51ms VM38:1139 EEEE at evaluateAndSetNumber read:buff1_Melee_macro-text, write:buff1_Melee, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_Ranged_macro-text, write:buff1_Ranged, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_DMG_macro-text, write:buff1_DMG, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_AC_macro-text, write:buff1_AC, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_HP-temp_macro-text, write:buff1_HP-temp, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_Fort_macro-text, write:buff1_Fort, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_Ref_macro-text, write:buff1_Ref, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_Will_macro-text, write:buff1_Will, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_STR_macro-text, write:buff1_STR, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_DEX_macro-text, write:buff1_DEX, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_CON_macro-text, write:buff1_CON, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_INT_macro-text, write:buff1_INT, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_WIS_macro-text, write:buff1_WIS, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_CHA_macro-text, write:buff1_CHA, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_Touch_macro-text, write:buff1_Touch, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_CMD_macro-text, write:buff1_CMD, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_Check_macro-text, write:buff1_Check, dontforce:true, default:undefined VM38:1139 EEEE at evaluateAndSetNumber read:buff1_CasterLevel_macro-text, write:buff1_CasterLevel, dontforce:true, default:undefined VM38:1141 Object {buff1_Melee_macro-text: "10", buff1_Melee: 0} VM38:1146 trueDefault:0, currVal:0, value:10, isNaN:false VM38:1157 it was a number VM38:1141 Object {buff1_Ranged_macro-text: "0", buff1_Ranged: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1157 it was a number VM38:1141 Object {buff1_DMG_macro-text: "0", buff1_DMG: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1157 it was a number VM38:1141 Object {buff1_AC_macro-text: "", buff1_AC: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_AC_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_HP-temp_macro-text: "", buff1_HP-temp: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_HP-temp_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_Fort_macro-text: "", buff1_Fort: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_Fort_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_Ref_macro-text: "", buff1_Ref: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_Ref_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_Will_macro-text: "", buff1_Will: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_Will_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_STR_macro-text: "", buff1_STR: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_STR_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_DEX_macro-text: "", buff1_DEX: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_DEX_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_CON_macro-text: "", buff1_CON: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_CON_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_INT_macro-text: "", buff1_INT: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_INT_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_WIS_macro-text: "", buff1_WIS: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_WIS_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_CHA_macro-text: "", buff1_CHA: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_CHA_macro-text at evaluateAndSetNumber VM38:1157 it was a number VM38:1141 Object {buff1_Touch_macro-text: "0", buff1_Touch: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1157 it was a number VM38:1141 Object {buff1_CMD_macro-text: "0", buff1_CMD: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1157 it was a number VM38:1141 Object {buff1_Check_macro-text: "0", buff1_Check: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1157 it was a number VM38:1141 Object {buff1_CasterLevel_macro-text: "", buff1_CasterLevel: 0} VM38:1146 trueDefault:0, currVal:0, value:0, isNaN:false VM38:1151 PFSHeet Warning: could not find readField buff1_CasterLevel_macro-text at evaluateAndSetNumber VM38:1157 it was a number app.js?1453170600:36 Updating character sheet values app.js?1453170600:36 Really updating character sheet values app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0", "1", "2"] app.js?1453170600:37 ["0", "-K6wVGh6mfOlvSlGowh7", "-K6wZHlEndT4QaKqQaRb"] app.js?1453170600:37 ["0", "-K6wZ3fxAqcwsZqcV30b"] app.js?1453170600:37 ["0", "-K781szpfmg8DLuwS5eW"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0"] app.js?1453170600:36 Setting up repeating sections took until 34ms app.js?1453170600:36 Finding list of dirty attributes took until 35ms app.js?1453170600:36 Querytest took until 36ms app.js?1453170600:36 Set values took until 46ms app.js?1453170600:36 Took 48ms app.js?1453170600:36 Updating character sheet values app.js?1453170600:36 Really updating character sheet values app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0", "1", "2"] app.js?1453170600:37 ["0", "-K6wVGh6mfOlvSlGowh7", "-K6wZHlEndT4QaKqQaRb"] app.js?1453170600:37 ["0", "-K6wZ3fxAqcwsZqcV30b"] app.js?1453170600:37 ["0", "-K781szpfmg8DLuwS5eW"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0"] app.js?1453170600:36 Setting up repeating sections took until 29ms app.js?1453170600:36 Finding list of dirty attributes took until 29ms app.js?1453170600:36 Querytest took until 30ms app.js?1453170600:36 Set values took until 47ms app.js?1453170600:36 Took 48ms app.js?1453170600:36 Updating character sheet values app.js?1453170600:36 Really updating character sheet values app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0", "1", "2"] app.js?1453170600:37 ["0", "-K6wVGh6mfOlvSlGowh7", "-K6wZHlEndT4QaKqQaRb"] app.js?1453170600:37 ["0", "-K6wZ3fxAqcwsZqcV30b"] app.js?1453170600:37 ["0", "-K781szpfmg8DLuwS5eW"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0"] app.js?1453170600:36 Setting up repeating sections took until 30ms app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:36 Finding list of dirty attributes took until 85ms app.js?1453170600:36 Querytest took until 87ms app.js?1453170600:36 Set values took until 225ms app.js?1453170600:36 Took 227ms app.js?1453170600:36 Updating character sheet values app.js?1453170600:36 Really updating character sheet values app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0", "1", "2"] app.js?1453170600:37 ["0", "-K6wVGh6mfOlvSlGowh7", "-K6wZHlEndT4QaKqQaRb"] app.js?1453170600:37 ["0", "-K6wZ3fxAqcwsZqcV30b"] app.js?1453170600:37 ["0", "-K781szpfmg8DLuwS5eW"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0"] app.js?1453170600:36 Setting up repeating sections took until 28ms app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:36 Finding list of dirty attributes took until 32ms app.js?1453170600:36 Querytest took until 34ms app.js?1453170600:36 Set values took until 167ms app.js?1453170600:36 Took 168ms app.js?1453170600:36 Updating character sheet values app.js?1453170600:36 Really updating character sheet values app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0", "1", "2"] app.js?1453170600:37 ["0", "-K6wVGh6mfOlvSlGowh7", "-K6wZHlEndT4QaKqQaRb"] app.js?1453170600:37 ["0", "-K6wZ3fxAqcwsZqcV30b"] app.js?1453170600:37 ["0", "-K781szpfmg8DLuwS5eW"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:37 ["0"] app.js?1453170600:37 [] app.js?1453170600:37 [] app.js?1453170600:37 ["0", "1", "-K787vS1sTzIc99ZP8wV"] app.js?1453170600:37 ["0"] app.js?1453170600:36 Setting up repeating sections took until 60ms app.js?1453170600:37 ["0", "weapon"] app.js?1453170600:36 Finding list of dirty attributes took until 65ms app.js?1453170600:36 Querytest took until 66ms app.js?1453170600:36 Set values took until 197ms app.js?1453170600:36 Took 198ms
1453439402
vÍnce
Pro
Sheet Author
Magik said: Ok, so the conditional macro is math-based. It does some tricks to get the result you want based on the condition leaving you with a 0 or 1 that you then multiple against your die roll. Here is what I have for my monk's unarmed attack, which is 2d6 when large and 1d8 medium (entered into the attack entry on the sheet). I put brackets in specific spots so that I could still see the dice rolls, but not all of the formula crap. This produces working and legible output. Buff7 is my Enlarge Person entry. {{damage=[[ [[-1*floor((1-@{buff7_Toggle}-0.1)/(abs(1-@{buff7_Toggle}-0.1)+0.001))]]*2d6 + [[-1*floor((@{buff7_Toggle}+0.1-1)/(abs(@{buff7_Toggle}+0.1-1)+0.001))]]*@{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}} There may be an easier way, but this works so I'm not complaining. Thanks for the pointer! Magik I like how you are able to leverage the buffs ( 0|1 ) to toggle the desired damage. &nbsp;I always get tripped up on having my beginning and ending parenthesis, curlies, and squares, in the appropriate places and balanced. &nbsp;My head hurts now. &nbsp;Thanks. &nbsp;;-P
1453441420

Edited 1453442151
Magik
Sheet Author
Vince said: Magik said: {{damage=[[ [[-1*floor((1-@{buff7_Toggle}-0.1)/(abs(1-@{buff7_Toggle}-0.1)+0.001))]]*2d6 + [[-1*floor((@{buff7_Toggle}+0.1-1)/(abs(@{buff7_Toggle}+0.1-1)+0.001))]]*@{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}} Magik I like how you are able to leverage the buffs ( 0|1 ) to toggle the desired damage. &nbsp;I always get tripped up on having my beginning and ending parenthesis, curlies, and squares, in the appropriate places and balanced. &nbsp;My head hurts now. &nbsp;Thanks. &nbsp;;-P It looks like I can simplify the first portion of the expression ending up with this. Maybe that'll make your head hurt less. :) {{damage=[[ @{buff7_Toggle}*2d6 + [[-1*floor((@{buff7_Toggle}+0.1-1)/(abs(@{buff7_Toggle}+0.1-1)+0.001))]]*@{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}} EDIT: It looks like this is much simpler when dealing with 0's and 1's. I can further simplify it to be: {{damage=[[ @{buff7_Toggle}*2d6 + [[abs(@{buff7_Toggle}-1)]]*@{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}} Magik
1453441703
vÍnce
Pro
Sheet Author
Less is better. &nbsp;;-)
1453450402

Edited 1453450702
{{crit_damage=[[ [[@{buff7_Toggle}*2*(@{crit-multiplier} - 1)]]d6 + [[ [[abs(@{buff7_Toggle}-1)]]*@{damage-dice-num}*(@{crit-multiplier} - 1)]]d@{damage-die} + [[ @{total-damage}*(@{crit-multiplier} - 1) ]] ]]}} Don't forget the criticals, they're fun too! - Did I get the formula right? - Note the extra [[ ]] are for making the hover-over-final-result display prettier.
1453456700

Edited 1453462873
A tip for people that use a Power Attack Buff and a mix of 1 and 2 handed weapons: add @{buffX_Toggle} (x being PA's buff's #) to the DMG mod field of 2 handed weapons (goes from +2 bonus to +3 bonus, but only if toggle is 1). -@{buffX_Toggle} could work (goes from +2 bonus to +1 bonus) if you have secondary natural attacks, or offhand attacks to worry about. BUG &nbsp;Neither&nbsp;-@{buffX_Toggle} nor&nbsp;@{buffX_Toggle}*(-1) works. It doesn't get transformed into a value for some reason... However 0-@{buffX_Toggle} works now. --- I'm getting slightly annoyed at having to add a malus to ranged weapons to avoid giving a bonus to them. Would the flat bonus damage the way it is handled in the sheet now also give a bonus to damage from spells that are rolled in attack macros? If yes it might be worth it to set the buff of PA to 0 and add +@{buffX_Toggle} or +@{buffX_Toggle}*1.5 (for 2h weapons) in the DMG Mod field...&nbsp;
1453458191

Edited 1453460863
I just had the realization that I can use a power attack buff toggle combined with the shield worn toggle to build a special macro for the long sword to do extra damage when used without a shield... I'm just having a hard time wrapping my head around the math necessary for it.&nbsp; buff2 is enlarge, buff6 is power attack. Power Attack & Shield If @{shargok|buff6_Toggle} = 1 and&nbsp;@{shargok|shield-equipped} = 0, then it's 2H-PA, so 1.5*STR +3 (instead of +2) damage&nbsp;at -1 to hit. If&nbsp;@{shargok|buff6_Toggle} = 1 and @{shargok|shield-equipped} = 1, then it's 1H-PA, so 1.0*STR +2 damage at -1 to hit. If @{shargok|buff6_Toggle} = 0 and @{shargok|shield-equipped} = 1 then it's 1H-normal so 1.0*STR +0 at normal to hit. If @{shargok|buff6_Toggle} = 0 and @{shargok|shield-equipped} = 0 then it's 2H-normal so 1.5*STR +0 at normal to hit. How do I get all of that in a damage macro? Probably not that hard... but I'm getting fairly tired. So things I need to build in are .5 * str bonus if no shield, +2 dmg if PA, +1 dmg if PA and no shield. {{damage=[[ [[@{buff2_Toggle}*2]]d6 + [[ [[abs(@{buff2_Toggle}-1)]]*@{damage-dice-num}]]d@{damage-die} + [[ @{total-damage} + abs(@{shargok|shield-equipped}-1)*floor(@{STR-mod}/2)]] + [[ abs(@{shargok|shield-equipped}-1)*@{buff6_Toggle}*3 [2H-PA] + @{shargok|shield-equipped}*@{buff6_Toggle}*2 [1H-PA] ]][PA] + abs(@{shargok|shield-equipped}-1)*floor(@{STR-mod}/2)]][2H] ]]}}&nbsp; Sofar I had the toggle exist but not give any bonuses on it's own,&nbsp;but I just realized since I can get the -1 and +2 part from the buff section itself, I only need the +1 additional PA damage when 2H as part of the macro. Making the bonuses part of the toggle is probably a good idea. I was just worried that if I have a macro that assumes the weapon is PA-ing then it might add the bonus twice, or such... might have to add extra precautions for that later, but here it is assuming the buff is filled out rather than merely a toggle to reference. {{damage=[[ [[@{buff2_Toggle}*2]]d6 + [[ [[abs(@{buff2_Toggle}-1)]]*@{damage-dice-num}]]d@{damage-die} + [[ @{total-damage} + abs(@{shargok|shield-equipped}-1)*floor(@{STR-mod}/2)[2H] ]] + [[ abs(@{shargok|shield-equipped}-1)*@{buff6_Toggle}*1]][2H-PA] ]]}}&nbsp; Edit: I realized you could just add that part of the macro in the "DMG Mods" section of the repeating attack, because it's not changing dice or anything, just adding bonuses. However, the value didn't update for me (either blank or 0, when it should be 3), when I put the following in, even though it worked when used directly in chat. [[abs(@{shargok|shield-equipped}-1)*floor(@{shargok|STR-mod}/2)[2H] + abs(@{shargok|shield-equipped}-1)*@{shargok|buff6_Toggle}*1 [2H-PA]]] It does work fine in the main macro text, and so I'd say this problem is solved. :)&nbsp; Since the guy it's for mainly uses his 2H Axe it's unlikely this 1H&S/2H/PA-Longsword macro will see much use for him, but maybe it's useful for others as well.&nbsp;
1453468257
Magik
Sheet Author
Julix said: BUG &nbsp;Neither&nbsp;-@{buffX_Toggle} nor&nbsp;@{buffX_Toggle}*(-1) works. It doesn't get transformed into a value for some reason... However 0-@{buffX_Toggle} works now. --- I'm getting slightly annoyed at having to add a malus to ranged weapons to avoid giving a bonus to&nbsp; These both work, but if you are testing them in the chat window then you have to specify the character name or selected, such as: -@{Name|buffX_Toggle} or&nbsp;-@{selected|buffX_Toggle} Magik
1453468824
Magik
Sheet Author
So that I had an easy place to update my damage in one location, instead of editing multiple attack entries, I substituted the damage when I'm enlarged with a manually-added attribute. I went to "Attributes & Abilities" then hit add, put in "large_Unarmed_Dmg" as my attribute and "2d6" as my current value. Now I can use this as my damage formula: {{damage=[[ @{buff7_Toggle}*@{large_Unarmed_Dmg} + [[abs(@{buff7_Toggle}-1)]]*@{damage-dice-num}d@{damage-die} + [[ @{total-damage} ]] ]]}} This makes sense to do because I have probably 10 attack entries that I would need to edit when I got a new monk level where my unarmed damage changed. I suppose it would help if I got a level drain mid-combat too, but let's not speak of such things! :) Magik
1453472577
Magik
Sheet Author
Request: Can you add a column to Buffs to adjust the size drop-down on the Details page that will thus update CMB/CMD, AC, etc? If a player put +1 in the Size buff then it would increase the category by 1. Magik
As of five minutes ago: I'm still having issues with attacks spawning out of nowhere. I was just creating your friendly gargoyle for the adventure I'm about to GM and when I started putting those attribute values in the NPC tab three empty red marked attacks spawned out of thin air. Just when I was assigning STR and DEX values. I spent the last five hours in roll20 preparing this adventure, waiting for something like this to happen so I could post here. Whatever this pesky bug is I can't reproduce it whenever I want but it has been happening from time to time this week. tl;dr version When altering STR, DEX or BAB in the NPC tab sometimes generates new empty attack entries. - Max
1453504791
Magik
Sheet Author
Julix said: {{crit_damage=[[ [[@{buff7_Toggle}*2*(@{crit-multiplier} - 1)]]d6 + [[ [[abs(@{buff7_Toggle}-1)]]*@{damage-dice-num}*(@{crit-multiplier} - 1)]]d@{damage-die} + [[ @{total-damage}*(@{crit-multiplier} - 1) ]] ]]}} Don't forget the criticals, they're fun too! - Did I get the formula right? - Note the extra [[ ]] are for making the hover-over-final-result display prettier. Yep, this looks good. I removed crit_damage from my macros since our GM has us playing with crit cards instead. Magik
i have a player who says none of the buttons on his sheet work , I have tested said buttons on the gm side , I even gave control to another player , the buttons worked fine there, is there a known or unknown bug that could be the problem ?
Did you check which browser he's using? &nbsp;Internet Explorer doesn't play well with Roll20.
1453521863

Edited 1453522156
Hey guys, one of my friends is struggling with the sheet right now and we can't figure out why. We've been at it a long while now and he keeps getting this error on attack rolls. No attribute was found for Nail|PC-whisper No attribute was found for Nail|header_image-pf_generic No attribute was found for Nail|STR-mod No attribute was found for Nail|checks-cond SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but "N" found Our sheets were created at the same time so I'm really at a loss. He can't even roll a strength check which I would think eliminates any user input error. We've tried adding checks-cond in with a value of 0 and deleting PC-whisper then toggling the dropdowns on the config page. In fact, we've toggled every one of those error fields. Nothing seems to work. Halp?
1453525610
Magik
Sheet Author
Request: Another set of Buffs. 10 to 15... :) Magik
1453526043
Magik
Sheet Author
Aborath said: i have a player who says none of the buttons on his sheet work , I have tested said buttons on the gm side , I even gave control to another player , the buttons worked fine there, is there a known or unknown bug that could be the problem ? The buttons on the macro quick bar may have been created from the sheet prior to the java worker implementation. Delete them (by dragging the right area near the button up) and recreate them from the sheet. Magik
1453526359
Magik
Sheet Author
Darpeh said: Hey guys, one of my friends is struggling with the sheet right now and we can't figure out why. We've been at it a long while now and he keeps getting this error on attack rolls. No attribute was found for Nail|PC-whisper No attribute was found for Nail|header_image-pf_generic No attribute was found for Nail|STR-mod No attribute was found for Nail|checks-cond SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but "N" found Our sheets were created at the same time so I'm really at a loss. He can't even roll a strength check which I would think eliminates any user input error. We've tried adding checks-cond in with a value of 0 and deleting PC-whisper then toggling the dropdowns on the config page. In fact, we've toggled every one of those error fields. Nothing seems to work. Halp? He may have changed his character name from "Nail" to something else or vice versa. Check the Character Name field on his sheet the try this as a test in the chat window: %{Name|STR-Check} Magik
1453526791
vÍnce
Pro
Sheet Author
Darpeh said: Hey guys, one of my friends is struggling with the sheet right now and we can't figure out why. We've been at it a long while now and he keeps getting this error on attack rolls. No attribute was found for Nail|PC-whisper No attribute was found for Nail|header_image-pf_generic No attribute was found for Nail|STR-mod No attribute was found for Nail|checks-cond SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but "N" found Our sheets were created at the same time so I'm really at a loss. He can't even roll a strength check which I would think eliminates any user input error. We've tried adding checks-cond in with a value of 0 and deleting PC-whisper then toggling the dropdowns on the config page. In fact, we've toggled every one of those error fields. Nothing seems to work. Halp? Are auto-calc fields working? &nbsp;What version and date sheet are you using? &nbsp;Which browser? &nbsp;Main or Dev server? &nbsp;Sorry for all the questions.
Magik said: Darpeh said: Hey guys, one of my friends is struggling with the sheet right now and we can't figure out why. We've been at it a long while now and he keeps getting this error on attack rolls. No attribute was found for Nail|PC-whisper No attribute was found for Nail|header_image-pf_generic No attribute was found for Nail|STR-mod No attribute was found for Nail|checks-cond SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but "N" found Our sheets were created at the same time so I'm really at a loss. He can't even roll a strength check which I would think eliminates any user input error. We've tried adding checks-cond in with a value of 0 and deleting PC-whisper then toggling the dropdowns on the config page. In fact, we've toggled every one of those error fields. Nothing seems to work. Halp? He may have changed his character name from "Nail" to something else or vice versa. Check the Character Name field on his sheet the try this as a test in the chat window: %{Name|STR-Check} Magik It does seem to be related to the name, but they matched before. I guess now we have something to poke at. Thanks!
1453526914
vÍnce
Pro
Sheet Author
Magik said: Request: Another set of Buffs. 10 to 15... :) Magik I knew that was coming... ;-)
1453527999
vÍnce
Pro
Sheet Author
Max Kadmus said: tl;dr version When altering STR, DEX or BAB in the NPC tab sometimes generates new empty attack entries. - Max I thought this was fixed... Is this on the Main or Dev? &nbsp;You might want to post to the bugs forum Max. &nbsp;Riley handled this personally and supposedly fixed a bug on Roll20. &nbsp;;-( Anyone else noticing similar problems with repeating items?
1453529095
Magik
Sheet Author
Vince said: Max Kadmus said: tl;dr version When altering STR, DEX or BAB in the NPC tab sometimes generates new empty attack entries. - Max I thought this was fixed... Is this on the Main or Dev? &nbsp;You might want to post to the bugs forum Max. &nbsp;Riley handled this personally and supposedly fixed a bug on Roll20. &nbsp;;-( Anyone else noticing similar problems with repeating items? I've been trying to repro it and can't. Magik
1453529296
vÍnce
Pro
Sheet Author
Gremlins
1453531831
Magik
Sheet Author
Vince said: Gremlins Well, I got it to happen, but not sure how. I went through and repeated everything that I could recall me changing and doing, but now nothing happens. How do you do a debug trace? Magik
1453535005
vÍnce
Pro
Sheet Author
&nbsp;I would make a copy so you have a "specimen", and submit it as a repeating section bug so that maybe Riley or Steve can have a look. &nbsp;
1453562510
Magik
Sheet Author
Vince said: Magik said: Request: Another set of Buffs. 10 to 15... :) I knew that was coming... ;-) While not really "buffs" per-se, everyone can have these as Buffs on the Core tab: Fight Defensively Total Defense Then with feats come: Combat Expertise Power Attack and much more... Now add a wizard to the party and you're full :) &nbsp;Not to mention magic items with some power that you activate x times per day. Magik
Hey ladies and germs, me again. Any idea why critical confirm 3d dice are now always showing even when it isn't a crit and doesn't show in the roll template? I don't think it was doing this before, but even when I make a new repeating attack the fresh macro seems to do it as well. I suppose this is a quality of life thing but it really bothers me that on non crits half the 3d dice on my screen are meaningless.
I miss the option to make different dice for damage with weapons, so its posible to make a 1d8+1d6 damage roll. and make a secondery damage for other bonuses, like flaming, and the option to include the damage in critcical hits or not, and a option for special damage only on crits, like flaming burst. i dont know how you would make it, but you could make a box for damage where you could tybe it and not be forced to choose its d6 or d8, and then the option for add a number of ekstra boxes where you could add ekstra damage like fire or just bonus for vital strike. and thise ekstra boxes should have the option to be mutiplied in crits, not multiplied or only be added in crits.&nbsp; this would make very happy gamer :)&nbsp;
1453570991

Edited 1453571109
Magik
Sheet Author
Nicolaj K. said: I miss the option to make different dice for damage with weapons, so its posible to make a 1d8+1d6 damage roll. and make a secondery damage for other bonuses, like flaming, and the option to include the damage in critcical hits or not, and a option for special damage only on crits, like flaming burst. i dont know how you would make it, but you could make a box for damage where you could tybe it and not be forced to choose its d6 or d8, and then the option for add a number of ekstra boxes where you could add ekstra damage like fire or just bonus for vital strike. and thise ekstra boxes should have the option to be mutiplied in crits, not multiplied or only be added in crits.&nbsp; this would make very happy gamer :)&nbsp; I thought that the new "Attack and Damage Effects" would have covered that, but it is just a straight modifier and doesn't accept die rolls. It is probably there for things like Prayer spell or whatnot. You can always modify your Macro Text. Just add this to the end to get your Flaming damage. I'm not sure how to do it with each Iterative Attack if those are used. {{Flaming=[[1d6]]}} Insert this into your crit_damage section of your Macro Text to get Flaming Burst on crits. +[[(@{crit-multiplier} - 1)]]d10[Flaming Burst] for an end result crit_damage of: {{crit_damage=[[ [[ (@{damage-dice-num} * (@{crit-multiplier} - 1)) ]]d@{damage-die} + [[ (@{total-damage} * (@{crit-multiplier} - 1)) ]] +[[(@{crit-multiplier} - 1)]]d10[Flaming Burst] ]]}} Magik
1453575829
chris b.
Pro
Sheet Author
API Scripter
Darpeh said: Hey guys, one of my friends is struggling with the sheet right now and we can't figure out why. We've been at it a long while now and he keeps getting this error on attack rolls. No attribute was found for Nail|PC-whisper No attribute was found for Nail|header_image-pf_generic No attribute was found for Nail|STR-mod No attribute was found for Nail|checks-cond SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but "N" found Our sheets were created at the same time so I'm really at a loss. He can't even roll a strength check which I would think eliminates any user input error. We've tried adding checks-cond in with a value of 0 and deleting PC-whisper then toggling the dropdowns on the config page. In fact, we've toggled every one of those error fields. Nothing seems to work. Halp? there was an early bug in .19 that was not recalculating correctly, those fields missing make me wonder if that is the issue., make sure to hit the recalc button on the upper right. The checkmark should go away and it should updateto .19. even if it says .19.&nbsp;
1453576343

Edited 1453576451
chris b. said: Darpeh said: Hey guys, one of my friends is struggling with the sheet right now and we can't figure out why. We've been at it a long while now and he keeps getting this error on attack rolls. No attribute was found for Nail|PC-whisper No attribute was found for Nail|header_image-pf_generic No attribute was found for Nail|STR-mod No attribute was found for Nail|checks-cond SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but "N" found Our sheets were created at the same time so I'm really at a loss. He can't even roll a strength check which I would think eliminates any user input error. We've tried adding checks-cond in with a value of 0 and deleting PC-whisper then toggling the dropdowns on the config page. In fact, we've toggled every one of those error fields. Nothing seems to work. Halp? there was an early bug in .19 that was not recalculating correctly, those fields missing make me wonder if that is the issue., make sure to hit the recalc button on the upper right. The checkmark should go away and it should updateto .19. even if it says .19.&nbsp; We think that we tracked it down to him importing a character from another game with the same name. It's possible that old sheet carried the bug with it somehow. He's renamed the character and things are working normally now. Also, we spammed the living crap out of that recalc checkbox, it didn't make a difference sadly.
1453577316
Magik
Sheet Author
Collapsible areas of the sheet aren’t useful since they seem to force the sheet to recalculate every you use them. I mainly use them on the Attacks part of the sheet. It looks like some purely calculated fields (no user input available) also cause a recalcute when you tab through them. Changing the macro text does this also and there is no reason why that I can think of. How do we get around this? Can empty java workers on these object help? Magik
1453578963
vÍnce
Pro
Sheet Author
Magik said: Collapsible areas of the sheet aren’t useful since they seem to force the sheet to recalculate every you use them. I mainly use them on the Attacks part of the sheet. It looks like some purely calculated fields (no user input available) also cause a recalcute when you tab through them. Changing the macro text does this also and there is no reason why that I can think of. How do we get around this? Can empty java workers on these object help? Magik This hurt my feelings Magik. &nbsp; Seriously, we'll have to look at that. &nbsp;I know Riley made a change on their end. &nbsp;Might be related.
Not sure if this is the place to put this or not but the bottom of the sheet says "have questions" and pointed here. I'm having a hard time deciphering these macros. Is there a list anywhere with common ones used by various classes, channel energy for example? I've seen a few posted in this thread, but that requires a bit of digging.
1453582101
Magik
Sheet Author
For macros, a good place to start is: <a href="https://wiki.roll20.net/Macros" rel="nofollow">https://wiki.roll20.net/Macros</a> More information about dice rolls: <a href="https://wiki.roll20.net/Dice_Reference" rel="nofollow">https://wiki.roll20.net/Dice_Reference</a> There are some helpful tips on the Pathfinder sheet wiki itself: <a href="https://wiki.roll20.net/Pathfinder_Character_Sheet" rel="nofollow">https://wiki.roll20.net/Pathfinder_Character_Sheet</a> If you have specific questions about a specific goal then feel free to post it here (Pathfinder-related). Good luck! Magik
Wolfgang Hype said: Not sure if this is the place to put this or not but the bottom of the sheet says "have questions" and pointed here. I'm having a hard time deciphering these macros. Is there a list anywhere with common ones used by various classes, channel energy for example? I've seen a few posted in this thread, but that requires a bit of digging. I was working on making such a list. There already is&nbsp; <a href="https://wiki.roll20.net/Macros/Pathfinder_Examples" rel="nofollow">https://wiki.roll20.net/Macros/Pathfinder_Examples</a> - but that is more for making your own macros. I wanted to make a full collection of ones that are useable as is&nbsp; <a href="https://wiki.roll20.net/Pathfinder_Macros" rel="nofollow">https://wiki.roll20.net/Pathfinder_Macros</a> -- but every time I edit it, it keeps swallowing HTML entities, which is infuriating and makes them not copy-able. So I am considering storing the macros elsewhere, like github but I have not quite figured that one out yet. Good luck!
Julix, I just want to make sure I'm not missing something: any macro that spawns API buttons only works if the GM is a Pro level subscriber, correct?&nbsp;
ah good point Timm , I will wait until I see him again and ask which browser he is using , he did change his screen name after I assigned the icon to him , but that shouldn't mater should it, just to make sure I took thee Icons access away from him and reassigned it to him.
Magik, if the macros were bad , wouldn't they not work for me when I tested his sheet &nbsp;and it logically follows that the same would be the case when the sheet was tested from another player. unless maybe he needs to update his java ?