[PF] Pathfinder Sheet Thread 6

1488845684

Edited 1505176447
Vince
Pro
Sheet Author
Pathfinder Sheet (2017) Known bugs in current release: Known Issues on wiki: https://wiki.roll20.net/Pathfinder_Character_Sheet#Known_issues Current Live Version: v1.693 (9/11/17') V1.693 Reverse changes that made token bar setting and updates slow. Hopefully this fixes issue. Slowness started after sheet:compendium-drop and setDefaultToken call added. That whole section has been commented out. Attack row crit confirm mod now updates when updating crit confirm at top Profession skills now reset from INT -mod back to WIS -mod; NOTE : it will rewrite any INT to WIS dropdowns on profession skills, so if you actually meant to change it, you will have to change it back to INT after the sheet updates. I could not fix them without doing this since the sheet can't tell if it was changed from WIS to INT deliberately by the user or during the 1.65 update. "Show more fields" links are darker to make them easier to see Repeating row sub-menus (ids, misc, description, macro, etc.) made narrower to try to avoid wrapping V1.692 fix blank casting time hide buff macro names when minimized fix buff skill check total fix repeating_ability type dropdown fix doubled names on rolls Note:  after updating to 1.692 IF YOU HAVE CUSTOMIZED SKILL ROLLS: you will need to delete the text: "+ [[ @{checks-cond} + @{buff_check_skills-total} + @{buff_Check-total} ]]" from the macros (or else buffs and status condition effects will double) Or you could uncheck Skill calc speed on the Settings page and then hit Recalc. Do this on a copy of your sheet first. I originally had it run this automatically but users reported it was deleting their customizations as well,which is why i advise doing it on a copy first.. (I could not debug why since the code just did a search and replace of the above text, and was not resetting the whole macro, so it must be happening somewhere else outside of our code). V1.69 For today's build we fixed a bunch of issues with roll templates regarding spell output.  Unchained Barbarian rage now correctly "untyped" bonuses Also a new Settings page feature allows you to apply your font choice to the roll templates by checking " Apply font to chat roll " next to the font dropdown. Added "hide_announcements" checkbox to campaign settings, so GMs can globally hide announcements (so you don't have to keep closing them on monsters) by; goto the campaign settings page. check Hide Announcements then open up campaign go to settings , scroll down to Experimental, hit "apply default settings". Click on "hide announcements" and hit button. 5. Plus deleted more old crap that wasn't working. 6. added note to announcements for non forum users about the API based Pathfinder Companion's release to the Script Library V1.68 NEW : Add kineticist attack dropdowns. Makes adding kinetic blast much easier. Herolab: Add +casterlevel mod for spells imported such as Varisian Tatoo FIXED : Unchained Rage buffs should be untyped, not morale Recalc is removing customizations to equipment list macros OLD BUFFS: recalc clears them, and +STR buff does not apply damage bonus to melee attacks. Skills are not applying ability modifiers on newly created v1.67 sheets. Unchecking size buff does not reset size to default Medium encumbrance lowers run multiplier by 1. Class level dropdowns do not update on class level change, must hit recalc. HEROLAB IMPORT: fixed: Buckler import Spells showing only header after import SR being reset on import V1.67 Monster compendium import (and consequently the api companion import Herolab import V1.66 You must hit "RECALC" the first time opening a newly upgraded sheet. When applying buff to '''Attack''' you must hit '''Recalc''' to see its effects on attacks. The Top 4 rows of custom "edit time" custom entries are multiplying the amount by 10 if you add any two 1. numbers (customa1-customa12). Doubling bonus to applying armor, shield, or natural armor buff when adding to AC. Psionic power not calculating correctly Update to attack buffs not updating the attack grid. (must hit recalc) Update to attack grid not updating the attack rows. (must hit recalc) All Saves bonus does not apply to saves even after a recalc. Skill Checks bonuses are doubled. New spells: Only name and spell name appear in roll. Dodge buff not adding to armor correctly Skill ability dropdowns not set when upgraded to 165 Size adjustment to dice not correct when moving over small/1d6 - med/1d8 line Occult burn not recalculating when hit recalc Must hit recalc after creating attack from equipment entry V1.65 **BONUS TYPES and stacking!** in new buffs list. Turn on in settings. All 'misc' number entries converted to macro fields. **Show more fields** checkboxes _above sections_ to show/hide misc and lesser used fields Kineticist Support! Spell and pool point support. More colors Notes added to rolls based on current conditions or buffs. Dual wield: now use _attack name_ instead of ID to generate Globally hide this announcement using **Apply Default Settings** at bottom of Roll 20's ⛭_My Settings_ page (chat area at right). **_Faster!_** V1.58 Fix to damage dice when changing size between small and medium:  Fix to frequency showing on new abilities even when N/A V1.57 Add Encumbered as condition status Fixed bug causing max dex to be flagged even when not applied (if not using dex to AC) Fixed ranged dmg appearance Fixed Forum thread link V1.56 fix to sickened damage reduction addition of init/speed info button announce upcoming buff changes V1.55 FIX SKILLS (again) Fix ability damage multiplier on attack rows Fix spells linked to attacks Fix monster "plus x" damage parsing Update NPC page ability list Announcements hidden by default on new sheets V1.54 Fix to melee damage buff not applying without hitting recalc Fix to nonlethal hp resetting on level drain Fix to @{size_display} stuck on medium Fix to spell class calculations when spell class not set Fixes to buffs writing NaN and undefined V1.53 Fixed skills on not rolling 1d20. Fix to initiative and size buffs Fix to skill size adjustment not resetting when set to default. Added @{size_display} back and translated Fix to default encumbrance and font (in default campaign settings) Fix Melee attack and damage properly. +melee copied to +cmb, +dmg copied to +ranged_dmg for existing buffs between 1.2 and 1.3 Armor, Shield, Natural Armor buffs hidden due to continued development in beta changing how they work. Attack row size dropdown corrected: now can implement Strong Jaw or Improved Natural Attack or change the size of any attack without changing the size of the character. V1.52 API Companion beta available! Try beta version https://github.com/Roll20-Pathfinder-Character-Sheet/Companion-Script NEW BUFFS initiative, speed, size, natural armor, armor, shield, flat footed, cmb, ranged damage Dual Wield: Offhand damage multiplier and number of attacks fixed, hide fields that cannot be edited by users, extra damage prints at bottom for rake/rend Create attack from equipment fixed - does not create empty attack Drag and drop equipment fixed More macro fields exposed for customization Show more fields checkboxes added near local sections, not only one global field Fix when delete all buffs, buff totals deleted too. V1.5 New Setting: SETUP DUAL WIELD enable on Settings page to display new fields just above Attacks list. New Setting: Horror Adventures enable on Settings page to display Sanity on Defenses page below saves. Spells per day totals: removed "-prepared" field. Now totals spells in "spells-per-day" and "spells-per-day|max" for both spontaneous and prepared casters. If you experience locking refresh the browser. Make sure only one user has a sheet open at a time. If you still have a problem please report your computer, operating system, and browser and version to http://tinyurl.com/PF-Thread Bug fixes to: Expand All for screenreader users Value and weight totals for equipment list Spells per day Arrows to left of class grid Attack links to spells, abilities, items, and other attacks V1.43 spell DCs (in rows) change when the casting ability mod updated Recalc no longer resets Use seperate ability for AC and CMD Value total in equip list correctly assesses ammo Abilities menu now whispering correctly Skills menu now correctly displays bonus Adventure / Background menus working Some updates to HTML to fix locking V1.42 GMs can now Update all sheets from 'Experimental' section -> Apply Default Settings link in Settings in game. Note it's experimental so do so on a copy of your campaign first. Defense stats have custom whisper V1.41 Attack damage dice adjust based on size! Check Adjust damage based on size in Settings to try it out! Fix to auto-calculated hit points. All rows update. 100% at level 1 working. PFS monster and Animal Companion now correct Fix to PIN, -4 to AC now instead of +4 Defense stats have custom whisper Equation macro now accepts |max not just _max Fix to NPC-whisper so it stays set. V1.20 fix to spell totals for spontaneous casters fix to monster parsing: engulf, swallow whole, constrict, and hitpoints fix wounds turning back on added setting to turn update curr hp when max hp changes on or off Where did stuff go? ⛭ Settings button next to Pathfinder logo to toggle Settings page. Check Display roll templates for customization on Settings page to customize rolls. Check Use Spell Points on Settings page if you use spell points. Monster hp and hit dice found in Class and Race grid. Monsters now use PC fields. Check Show both roll menu buttons for Monsters/NPCs to display NPC buttons on top even when on PC pages Click the mode button to enter expanded mode if fields are not found Extra calculated numbers available on Notes page for point pools, or for use in tokens bars, etc v1.19 Now hp updates when updating max hp again Fix to attacks menus Fix skill stealth-trait field Fix to spell-notes Fixes to NPC parsing: CMD and CMB npc parsing Fix fly and stealth npc import take size into account Additional default settings To re-upgrade from a backup of v.74: Attack and skill macros will not reset if you re-upgrade backup of v.74 Fix to npc upgrade from v.74 will not overwrite any class hp or levels v 1.18 Attack and skill macros will not reset if you re-upgrade backup of v.74 Extra hit points in PC racial hp fixed. Hard reset @{init} to try to fix GroupInit bug. Hover text over top menu buttons fixed Spell menu now keeps custom list order Fixes to spell menu ignoring options Spell per day section easier to use. Added 'manually track totals' checkbox Slight of Hand no longer appears twice. Text under checkboxes in line. 'vs other' fixed in rolls. Debug text turned off New Abilities section on it's own tab - special abilities tabs, linked attacks, pf_ability roll template. New Hero Lab character importer - import Hero Lab characters using an XML to json file. New Inventory section- sub-type tabs, link armor/shield to defense, link weapons to attacks, slot placement for worn items. New NPC/Monster parser - drag/drop from the compendium's bestiary to the NPC page "Monster Statblock Import Section" and hit the parse button... be patient, some of the more complex stat-blocks will require more time. New Settings/Configuration features added; Uses Spells - shows spell-related sections Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's. Included to help transition into the updated Abilities list. Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB) Encumbrance - encumbrance-based-on and dwarf-specific rules Hit Points - auto HP and max at 1st lvl/HD Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMB Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time') Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not) Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics. Header images - additional header images added Hero Lab Character Import and more... New Sheet Mode button. - Expanded mode(full editing) or Compact mode(important fields only) Added Sheet default settings options - "Is NPC" is currently the only option, more to come. Added Skill option to use custom rolls. Added Spells linked to an attack. Additional Menu Buttons for all important rolls with separate macros for PC and NPC with a configuration option to show both sets. New Notes page - create custom macros, rolls or add notes. and more... v1.17 New Abilities section on it's own tab - special abilities tabs, linked attacks, pf_ability roll template. New Hero Lab character importer - import Hero Lab characters using an XML to json file. New Inventory section- sub-type tabs(Carried/Not Carried, other 1/2, Consumables, and more...), link armor/shield to defense, link weapons to attacks, slot placement for worn items. New NPC/Monster parser - drag/drop from the compendium's bestiary to the NPC page "Monster Statblock Import Section" and hit the parse button... be patient, some of the more complex stat-blocks will require more time process. New Settings/Configuration features added; Uses Spells - shows spell-related sections Lists - shows original ability lists for Traits, Racial Traits, Feats, Class Features, and SLA's. Included to help transition into the updated Abilities list. Attacks - Display Alternate Attack types(Alt Ranged and ALT CMB) Encumbrance - encumbrance-based-on and dwarf-specific rules Hit Points - auto HP and max at 1st lvl/HD Defenses - keep DEX when flat-footed, vary ability type for AC and CMB, use HD for CMB Advanced - display user-defined fields, roll template macro-text, add to 1d20 rolls(resolved at 'roll-time') Roll Configurations - show both PC and NPC menu buttons (choose whether to make a whispered roll or not) Rule Options - show additional features including PFS, Unchained, Mythic, and Psionics. Header images - additional header images added Hero Lab Character Import New Sheet Mode button. - Expanded mode(full editing) or Compact mode(important fields only) Added Sheet default settings options - "Is NPC" is currently the only option, more to come. Added Skill option to use custom rolls. Added Spells linked to an attack. Additional Menu Buttons for all important rolls with separate macros for PC and NPC with a configuration option to show both sets. New Notes page - create custom macros, rolls or add notes. and more... Beta sheet v1.6x Help us test changes to the sheet. Beta Site: https://app.roll20.net/join/801350/kEQ72w , You can import your character sheet and test the latest changes! If you are a pro subscriber, you can use the code itself in a copy of your campaign (WARNING: this is beta and changes often): html: https://gist.github.com/vince-roll20/bbd22ecf44255b615528fe5281710966 css: https://gist.github.com/vince-roll20/c5151c4bf4f0a9d7a2c298e7c35c456c trans: https://gist.github.com/vince-roll20/42b2c8188cd156dcfaa7a0fbce3d2958 How you can participate: 1. Import your character using the  Character Vault feature to the beta site (you will need to wait for permission to be set by a GM, we usually check the beta daily depending on updates and will assign "All players" if we notice imported characters.) and test it with the new features. 2. wiki updates - need help updating it on how to use sheet.  Please feel free to update or add to the wiki as needed.   3. test beta/prod on other platforms: FireFox, Mac (Chrome and FireFox), Windows 10 (both browsers), tablets 4. Provide feedback from colorblind, blind, and users that use accessibility features in order to improve sheet 5. Support an author at Patreon or give a one time gift at their profile _ pages we actually spend our own money as well as time. Suggestions (by authors and community) Top request: Simplify sheet for new players / players with simpler characters Easily set-up two-weapon-fighting including spell-based attacks as an option Easily create attack rows based on spells Add an 'All Menus' button Combine attacks for one button full attack Items: show location and carried satus Set Bonus types and correct stacking to buffs . (beta) (API only) auto increment / decrement uses with rollbutton presses (beta) auto size increment/decrement damage dice Monster statblock parsing(done in companion script) Special ability additional fields: Ex/Sp/Su, DC, etc combine attacks for one click "full attack" Roll options: keep highest, keep lowest, maximum result, minimum result, use roll table Occult caster support/ custom spell level per spell/ spell points/ 3pp spheres of power non combat familiar / animal companion section Sheet handled BAB and save progression, fractional advancement. Dual Wield attack # calculation needs to be changed. Make worn inventory like buffs list, or link them Add yellow dotted warning field around spell level when it is not set, or make level always set? split up "misc /userdefined" into a different checkbox per section parsing special abilities: more types to add change misc to macro fields for saves. Add drag to map auto-creation functionality for monsters Update monster HD name in class grid to be type (not subtype) Include notes about active "conditions" in rolls Level or BAB for attacks Add 2nd dropdown to saves and defense Separate button label field for attack menus add emote to front of rolltemplate in macros Total damage for attack output. Subtotal per attack also. add more feat handling to the npc/monster parser Add warning text to spell output if current ability score doesn't satisfy the min req of spell level cast. option to include Roll time queries for all 1d20s Add 'edit mode' option to each sub-section when sheet is in Compact mode. Toggling "Is undead"; convert CON to CHA, and vice versa. Abilities: include more Options rollbutton macro migrate updates Ability selector error(dashed highlight) if monster's ability is invalid. Reset all to max button Merge NPC and PC macros Account for nonlethal max to be 2x max hp (invulnerable rager barbarians) Add more conditions. Toggle which command menu buttons are seen. "single page" or statblock view Extra fields for tokens. Change name of first attack Spheres of Power for spells 3pp Paths of War support Notes page / extra customizable fields that can be used in tokens and macros (since repeating ones cannot) Spell command macro- break up into submenus, add by school as well as by level. More buffs, split damage into melee/ranged, add initiative weights: option to use lbs or kilograms add link to entry when dragging item from compendium Have light/dark shadow outlines of buttons for "up" and "down" versions Option: Wounds and Vigor variant Add number of attacks to spells Combat Skills menu: should also show skill mod totals Crit Conf mod: change to a macro-text field. Header Images: add "select all" option. add "2-handed" switch to attack rows for use by power attack or whatever else Buffs: add crit confirm API requests Pathfinder Companion Script : (currently in beta) Guide:  https://docs.google.com/document/d/12OWJIiT8RWN6zeyZdpkl3d8_DY7XLVxbVL9QzxyJV_s/edit Auto increment/decrement uses/charges/ammo etc. when rolling Create token abilities out of roll buttons Handle temp HP Mass update sheets for GMs Whisper control Text-based stat-block parser (srd/prd) Grouproll; skill, saves, initiative, and add selected tokens to the turn tracker  Buff control panel (use statuscontrol to access) Number mook tokens Condition/buff statusmarkers can now be applied to mook tokens via script commands (including round handling) Cleanup/delete old attributes (and duplicates) to speed up sheets Auto handling of damage and saves (in v2.0 beta)
1488846774
Vince
Pro
Sheet Author
1488849344
James W.
Sheet Author
API Scripter
Any issues/questions about Hero Lab importing should be directed towards me, as I'm the lunatic that's spent the last year or so working on this in some form or another; the others can probably figure out what's going on, but they'll have to spend time figuring out the code out, first.  It's probably best to go straight to the guy who doesn't have to roll Spellcraft to decipher the spellbook. :P
1488858968

Edited 1488859095
chris b.
Pro
Sheet Author
API Scripter
Some of those suggestions are already done in v1 :) edit: specifically these: Easily create attack rows based on spells Special ability additional fields: Ex/Sp/Su, DC, etc Monster statblock parsing (for compendium at least) Extra fields for tokens. Change name of first attack Notes page / extra customizable fields that can be used in tokens and macros (since repeating ones cannot) Spell command macro- .... add by school as well as by level. (don';t know if anyone noticed you can group the menu by school)
1488859477
Vince
Pro
Sheet Author
chris b. said: Some of those suggestions are already done in v1 :) edit: specifically these: Easily create attack rows based on spells Special ability additional fields: Ex/Sp/Su, DC, etc Monster statblock parsing (for compendium at least) Extra fields for tokens. Change name of first attack Notes page / extra customizable fields that can be used in tokens and macros (since repeating ones cannot) Spell command macro- .... add by school as well as by level. (don';t know if anyone noticed you can group the menu by school) I just wanted to line-thru those to give the illusion that we were quickly implementing everyone's suggestions.  ;-P 
1488864449
When you set up two weapon fighting implementation, would it be difficult to have it accept melee weapon+spell attack ala Magus?
1488865827
Vince
Pro
Sheet Author
Franky H. said: When you set up two weapon fighting implementation, would it be difficult to have it accept melee weapon+spell attack ala Magus? Spells can now be linked to attacks, so I'm thinking once we figure out how best to implement TWF it shouldn't be a problem.  Spell-based attacks would be considered just another attack.
1488866028
Awesome! The majority of my PF characters end up being Magi, Magu? Plurals are hard.  So a spell + attack implementation would be supremely useful
1488916890

Edited 1488916984
Ricky
Plus
Franky H. said: Awesome! The majority of my PF characters end up being Magi, Magu? Plurals are hard.  So a spell + attack implementation would be supremely useful It's Magi :) That's the reward from studying Latin for 5 years, I can now do the "smarty guy" on a messageboard! What an achievement! Jokes asides, I've got ton of hours playing with this sheet and can't wait to see a lot of features I've been praying for since I've started playing PF on Roll20 finally implemented. Drag and drop from compendium and spell attacks are top two for me. Absolutely awesome.
Ricky said: Franky H. said: Awesome! The majority of my PF characters end up being Magi, Magu? Plurals are hard.  So a spell + attack implementation would be supremely useful It's Magi :) That's the reward from studying Latin for 5 years, I can now do the "smarty guy" on a messageboard! What an achievement! Jokes asides, I've got ton of hours playing with this sheet and can't wait to see a lot of features I've been praying for since I've started playing PF on Roll20 finally implemented. Drag and drop from compendium and spell attacks are top two for me. Absolutely awesome. Drag and Drop from Compendium works for most things except for I think creatures (Which will be soon, iirc. Though Vince or Chris would know this better than I do). 
1488939937
chris b.
Pro
Sheet Author
API Scripter
yes you can do spells now, but it's not generally known. So in the new version we added a little graphic and text where you can drag and drop items. spells lists accepts spells abilities list will accept monster rules, feats, and spells (for spell-like abilities) there just aren't any others in compendium and npc page accepts monsters.
1488964502
Ricky
Plus
Yeah i knew i could do spells already, the big deal for me is the monster drag and drop, it's gonna save me so much prep time!
1488985611
Ricky, I've actually been using the herolab import with pretty good success. There are a few bugs with it and monsters but it mostly works aout of the box. If you don't have herolab I guess you will have to wait...
1488991947
Ricky
Plus
Oh i didn't test the herolab import because... I was gifted with an herolab licence yesterday evening. I've got awesome players :D Guess I'll test it in my incoming Mummy's Mask game as soon as I can!
1489001891

Edited 1489001957
Vince
Pro
Sheet Author
To show the macro-text fields: Settings>Advanced>"Display Roll Templates..." lol Replying to a post that no longer exists.
1489007301
chris b.
Pro
Sheet Author
API Scripter
Also the settings finally show up: so for most GMs, you want to definitely check "is v1" (i'll see if i can make it checked by default) and probably check "is npc", since once you have created your PCs, most of the new sheets you create will be for monsters or NPCs.
Hello everybody and thank you for your time. I'm currently in the process of creating my character for a new Pathfinder campaign, and I got stuck in trying to create a macro. I need the Perception and Disable Device skills to get a bonus equal to 1/2 my character level, and the Knowledge skills to get a bonus equal to 1/2 my character level, minimum +1. I know almost nothing about macros on Roll20, and I can't really understand the guides on the wiki, they're all very confusing to me. This is why I am asking help directly here on the forums. If this isn't the right place to ask such question I beg you to excuse me and feel free to delete my post. Thank you in advance for your answer.
1489014386
James W.
Sheet Author
API Scripter
Ricky said: Oh i didn't test the herolab import because... I was gifted with an herolab licence yesterday evening. I've got awesome players :D Guess I'll test it in my incoming Mummy's Mask game as soon as I can! Protip: check out the Hero Lab Community Repository .  It doesn't have anything for Mummy's Mask, but it does have portfolios of all the NPCs and monsters from various modules and adventure paths.  Even if you don't have Hero Lab, you can still get the XML data you need by renaming the .por files to .zip, then extracting them like any other zip file; the XML data you need will be in the statblock_xml folder.
1489015113
Vince
Pro
Sheet Author
You can modify your skills macro-text by adding something like " + [[ {floor(@{class-0-level}/2) , 1}kh1 ]] " for your Knowledge-based skills ie &{template:pf_generic} @{toggle_accessible_flag} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_generic-skill}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{knowledge-engineering}}} {{Check=[[ @{skill-query} + [[ @{Knowledge-Engineering} ]] + [[ {floor(@{class-0-level}/2) , 1}kh1 ]] ]]}} @{Knowledge-Engineering-ut} @{skill_options} @{Knowledge-Engineering-cond-notes} {{generic_note=@{Knowledge-Engineering-note}}} and for Perception and Disable Device add " + [[ floor(@{class-0-level}/2) ]] " ie &{template:pf_generic} @{toggle_accessible_flag} @{toggle_rounded_flag} {{color=@{rolltemplate_color}}} {{header_image=@{header_image-pf_generic-skill}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=^{perception}}} {{Check=[[ @{skill-query} + [[ @{Perception} ]] + [[ floor(@{class-0-level}/2) ]] ]]}} @{Perception-ut} @{skill_options} @{Perception-cond-notes} {{generic_note=@{Perception-note}}} Cheers
1489015170
Vince
Pro
Sheet Author
James W. said: Ricky said: Oh i didn't test the herolab import because... I was gifted with an herolab licence yesterday evening. I've got awesome players :D Guess I'll test it in my incoming Mummy's Mask game as soon as I can! Protip: check out the Hero Lab Community Repository .  It doesn't have anything for Mummy's Mask, but it does have portfolios of all the NPCs and monsters from various modules and adventure paths.  Even if you don't have Hero Lab, you can still get the XML data you need by renaming the .por files to .zip, then extracting them like any other zip file; the XML data you need will be in the statblock_xml folder. Thanks James ;-)
The new sheet deleted all abilities from the previous version of the sheet, now all i had there is gone (Feats, Traits, Racial traits, Class abilities). Would appreciate if the you would warn before updating the sheet or atleast make the sheet copy previous fields.
1489017520
James W.
Sheet Author
API Scripter
Wili L. said: The new sheet deleted all abilities from the previous version of the sheet, now all i had there is gone (Feats, Traits, Racial traits, Class abilities). Would appreciate if the you would warn before updating the sheet or atleast make the sheet copy previous fields. The data should all still be there.  From the Settings page, make sure to enable "Use separate X list" ("Use separate feat list", "Use separate trait list", etc), which should make the original lists reappear.
1489017833
Vince
Pro
Sheet Author
Wili L. said: The new sheet deleted all abilities from the previous version of the sheet, now all i had there is gone (Feats, Traits, Racial traits, Class abilities). Would appreciate if the you would warn before updating the sheet or atleast make the sheet copy previous fields. You should not have lost any abilities.  We have added a new Abilities section, but we have also kept the existing abilities until we do add a method for users to transfer old to new. Check that you are using the Original Abilities from the Settings>Lists section.  
Found it. Still, that was scary. Thanks for the help. Is there a way to use previous versions of the sheets?
1489018029
James W.
Sheet Author
API Scripter
Wili L. said: Found it. Still, that was scary. Thanks for the help. Is there a way to use previous versions of the sheets? Not without setting it up as a custom character sheet, which requires a Pro subscription.
1489018231
Vince
Pro
Sheet Author
Wili L. said: Found it. Still, that was scary. Thanks for the help. Is there a way to use previous versions of the sheets? Sorry for any confusion.   If you are a Pro subscriber you can use any version you like(via a custom sheet and code), otherwise the live version of the sheet is automatically updated when sheet authors update.  v1.17 is a big release.  Normally updates would be smaller, incremental changes and bug fixes.
1489020224
Hi, I am trying to figure out how can i add a ?{Save bonus|0}  to my save rolls so I can add on the fly a bonus that isn't in my current conditions/buffs/etc. I found out how to do it will skills (custom macro text) and attacks (global macro fields) but can't find where to do this with saves. Thanks a lot!
1489021359

Edited 1489021429
Vince
Pro
Sheet Author
We've never exposed Saves to macro-text (might be a suggestion...) If you can't find a column in the Save's row that applies(Trait, Enh, Resistance, Misc)... a couple of workarounds; include your query in the Save notes.  It wont be added to the roll, but it will show up when you roll.   Create a buff with the bonus. It's not a query, but you can enable the buff when appropriate.  Make a custom ability macro that includes your query.    I normally just include any bonuses in my Save notes and apply them "post-roll" if the apply.  ie "+2 save vs Poison". Other's may have some better suggestions. Hope this helps.
1489021423
James W.
Sheet Author
API Scripter
A macro field for saving throws would also help for things like Divine Grace.
1489022111
I cant seem to get the new buttons "ability checks" specifically to work as a token macro %{selected|ability_checks_macro} returns: No ability was found for %{selected|ability_checks_macro} Dranik (GM): selected|ability_checks_macro
1489022215
James W.
Sheet Author
API Scripter
Dranik said: I cant seem to get the new buttons "ability checks" specifically to work as a token macro %{selected|ability_checks_macro} returns: No ability was found for %{selected|ability_checks_macro} Dranik (GM): selected|ability_checks_macro It appears that the correct ability name is "%{selected|ability_checks}".
1489023192
Vince
Pro
Sheet Author
Dranik said: I cant seem to get the new buttons "ability checks" specifically to work as a token macro %{selected|ability_checks_macro} returns: No ability was found for %{selected|ability_checks_macro} Dranik (GM): selected|ability_checks_macro @{selected|ability_checks_macro} works as well.
1489025238

Edited 1489035411
Hello! As a prepared spellcaster on a higher level i usually won't fill all my spellslots in the morning. In the last versions of the sheet i used the "uses/day" column to keep track of that, i could just add it up as a note. Now there is the calculated column "# Left" that only shows me the value 0 no matter how many spells i do have prepared in the appropriate spell level section. 1. Is there any option to have the "uses/day" shown in the "Spells / Day" section? Maybe i just missed that. Solution added below, thank you! 2. Is the calculation for the "# Left" flawed right now or do i have to take a closer look over the attributes and abilities entries to have the actual prepared spells shown correctly? Did i miss something here? Edit: Obviously solved, thank you! 3. The sheet generated an entry (or kept an old one) called "NPC-HP" that was (re)activated and was taken in the actual hit point calculation (it was just added to the otherwise correctly calculated hit points but was not referenced in the character sheet, only in the attributes & abilities). This is probably just a problem with characters that were carried over many versions, since the hit point calculation has undergone some changes over the time and has become much more sophisticated. The problem was solved after setting the "NPC-HP" to the value 0. We really appreciate your hard work on this sheet, thank you for making our PF evenings work! Best regards
1489030762
chris b.
Pro
Sheet Author
API Scripter
Robert T. said: Hello! 3. The sheet generated an entry (or kept an old one) called "NPC-HP" that was (re)activated and was taken in the actual hit point calculation (it was just added to the otherwise correctly calculated hit points but was not referenced in the character sheet, only in the attributes & abilities). This is probably just a problem with characters that were carried over many versions, since the hit point calculation has undergone some changes over the time and has become much more sophisticated. The problem was solved after setting the "NPC-HP" to the value 0. i only saw this a few times but then never saw it again, so im not sure how it happened. i suppose, if i can't fix it i can at least have the sheet check and if there is a non zero number there then to check the "add monster HD" checkbox so the user can at least see where the extra hp are coming from. you can also manually calculate uses if you check the "user defined fields" on config in the advanced section., that will add an extra "misc" column for spells/day, but also just a generic column for users to add in whatever they want. we also have in the list the ability to add extra macro fields to many other areas.  in addiiton, more of the "add to roll" macros to all the 1d20 rolls (ability checks, saves, init, etc) for people to add in queries and other conditionals or who knows what
1489032178
I cannot seem to to get the Defenses %{selected|defenses} or Abilities %{selected|ability_buttons_macro} Macros to work on my PC token. It comes up as: %{selected|defenses}    or No ability was found for %{selected|ability_buttons_macro} selected|ability_buttons_macro
1489032325
GroupInitiative doesn't seem to be working with the new sheet: The Aaron??? TypeError: (stat || "").replace is not a function TypeError: (stat || "").replace is not a function at charObj (apiscript.js:813:30) at apiscript.js:852:32 at Function._.map._.collect (/home/node/d20-api-server/node_modules/underscore/underscore.js:172:24) at _.(anonymous function) [as map] (/home/node/d20-api-server/node_modules/underscore/underscore.js:1496:34) at apiscript.js:845:18 at Function.findIndex (/home/node/d20-api-server/node_modules/underscore/underscore.js:620:13) at Function._.find._.detect (/home/node/d20-api-server/node_modules/underscore/underscore.js:214:15) at findInitiativeBonus (apiscript.js:843:11) at apiscript.js:1400:47 at Function._.map._.collect (/home/node/d20-api-server/node_modules/underscore/underscore.js:172:24)
1489033347

Edited 1489033595
Vince
Pro
Sheet Author
Chase D. said: I cannot seem to to get the Defenses %{selected|defenses} or Abilities %{selected|ability_buttons_macro} Macros to work on my PC token. It comes up as: %{selected|defenses}    or No ability was found for %{selected|ability_buttons_macro} selected|ability_buttons_macro Try "@" in place of "%"   We need to update the title text. so, @{selected|defenses-macro} and @{selected|ability_checks_macro} should work. Tip:  After you make a roll to chat, you can use the UP arrow in chat to see the last command sent to chat.
1489033867
Found a little teeny tiny problem; When editing the level basis on any ability; the DC basis drop down custom option does not give you an area to input the custom number There is a work around by clicking the custom tab on the left; entering a number into the box (because it is there) then unchecking the custom box. Excellent sheet! My players are going nuts right now and we don't play till Sunday!
Sorry if this is obvious and I'm being dense, but is there an easy way to get the skill macros visible?
1489034766
Vince
Pro
Sheet Author
Actually, I think the DC basis selector is supposed to be hidden unless you toggle "Custom".  Thanks Wyzad. 
1489035105
Vince
Pro
Sheet Author
Meagan said: Sorry if this is obvious and I'm being dense, but is there an easy way to get the skill macros visible? There were lot's of complaints about "seeing" macro-text fields, so we now hide these fields by default.  You can show them using the Settings>Advanced section of the sheet.  ie "Display roll template for customization"
1489035358

Edited 1489035619
chris b. said: you can also manually calculate uses if you check the "user defined fields" on config in the advanced section., that will add an extra "misc" column for spells/day, but also just a generic column for users to add in whatever they want. Thank you, that was helpful and quick. Works perfect for me, but having two columns (one of them with an impact on the spells per day calculation column) may confuse other players. Still, this is only a problem for advanced campaigns, since lower level characters cannot get into combat without a full portfolio of prepared spells. Well, they could, but they shouldn't... ;) Best wishes and thanks for the answer!
1489042724
I have a players sheet that only has Speed under Speeds no Base and then Modified so his speed never shows as changing which is a bitch.
1489043292
James W.
Sheet Author
API Scripter
cloudsora said: I have a players sheet that only has Speed under Speeds no Base and then Modified so his speed never shows as changing which is a bitch. That's... odd, seeing as I've got Base and Speed on my sheet, in both compact and expanded modes.
Thanks, setting up my character's armor now takes twice the time.
1489044179
Vince
Pro
Sheet Author
Dr. Charles Melee, PhD said: Thanks, setting up my character's armor now takes twice the time. Everything you need to set armor and or shield can be done when you add them to your Equipment list.  Set the attributes and use "Set Armor" or "Set Shield" when done.
1489044281
Vince
Pro
Sheet Author
cloudsora said: I have a players sheet that only has Speed under Speeds no Base and then Modified so his speed never shows as changing which is a bitch. Can you post a screen cap of that?
1489047860
Vince said: cloudsora said: I have a players sheet that only has Speed under Speeds no Base and then Modified so his speed never shows as changing which is a bitch. Can you post a screen cap of that? Every other sheet is fine, just his is the issue.
1489049383

Edited 1489049588
Vince
Pro
Sheet Author
That is very strange.  I cannot reproduce it.  Does it change if you don't pop-out the sheet?  Have you tried making a copy of the character? btw: as a workaround you can access "speed-base" on the Attributes tab.
1489060081

Edited 1489062377
Pedro B.
Translator
With the new version, how do you access to the  configuration of a spell marco? I don't like my players knowing the spells my NPC cast if its not necessary. They tend to metagame a lot, so I just show them the effects and the numeric variables, if damage is involved. But I want to whisper de DC and other variables to speed up the game. So I was half way modifying and copying (for every individual spell) the macro section with a mix of custom {{}} lines and whispers. For the future version, Would it be possible to implement a default "format" for the spells, attacks and so, different from the sheet's one? Or at least copy a spell already "formated". Different Ability tabs would also e helpful in case we want to do custom macros in a tidy way. This I know it would be impossible, but I often use pathbuilder app to create NPC, whch is free not like hero lab. Importing from the app would be awesome, but probably too much work. Thanks for the amazing sheet anyway. All the buttons thing looks like really helpful for GM who don't like to have 5 sheets open, like me, I am still exploring though.