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[PF] Pathfinder Sheet Thread 6

November 04 (3 years ago)

Edited November 05 (3 years ago)

I found a query on the net about this, and the solution seems to actually be working, using this:

{1d20cs>[[ @{crit-target} ]],1d20cs>[] @{crit-target} ]]}kh1
It seems to work! Is there something inherently wrong with that that I'm not seeing?

If not, could I add a query to that?

Fiddling with this sheet is hard, ngl, but I'm starting to dig it.

Rolls look pretty, too.

November 05 (3 years ago)

Edited November 05 (3 years ago)
vÍnce
Pro
Sheet Author

Nice trick!  I don't see anything that's off the mark.

{1d20cs>[[ @{crit-target} ]],1d20cs>[] @{crit-target} ]]}kh1


That macro seems a little "malformed" though... and should probably be more like;

{1d20cs>@{crit-target}, 1d20cs>@{crit-target}}kh1

so in the attack's macro-text, you should be able to change the {{attack}} portion to

{{attack=[[ {1d20cs>@{crit-target}, 1d20cs>@{crit-target}}kh1 + @{attack_macro} ]]}}

and then substitute the 1d20 for crit confirm.  Change the {{crit_confirm}} portion to
EDIT: not sure if you also get to roll twice for confirm. If not, do not replace.

{{crit_confirm=[[ {1d20,1d20}kh1 + @{attack_macro} + @{attack_macro} + [[ @{crit_conf_mod} ]] ]]}}

full macro for clarity EDIT: (includes rolling twice for confirm, which you may not want...)

&{template:pf_attack} @{toggle_attack_accessible} @{toggle_rounded_flag} {{font=@{apply_specfont_chat}@{use_specfont}}} {{scroll_desc=@{scroll-desc}}} {{color=@{rolltemplate_color}}} {{character_name=@{character_name}}} {{character_id=@{character_id}}} {{subtitle}} {{name=@{name}}} {{attack=[[ {1d20cs>@{crit-target}, 1d20cs>@{crit-target}}kh1 + @{attack_macro} ]]}} {{damage=[[@{damage-dice-num}d@{damage-die} + @{damage_macro}]]}} {{crit_confirm=[[ {1d20,1d20}kh1 + @{attack_macro} + @{attack_macro} + [[ @{crit_conf_mod} ]] ]]}} {{crit_damage=[[ [[ @{damage-dice-num} * (@{crit-multiplier} - 1) ]]d@{damage-die} + ((@{damage_macro}) * [[ @{crit-multiplier} - 1 ]]) ]]}} {{type=@{type}}} {{weapon_notes=@{notes}}} @{iterative_attacks} @{macro_options} {{vs=@{vs}}} {{vs@{vs}=@{vs}}} {{precision_dmg1=@{precision_dmg_macro}}} {{precision_dmg1_type=@{precision_dmg_type}}} {{precision_dmg2=@{global_precision_dmg_macro}}} {{precision_dmg2_type=@{global_precision_dmg_type}}} {{critical_dmg1=@{critical_dmg_macro}}} {{critical_dmg1_type=@{critical_dmg_type}}} {{critical_dmg2=@{global_critical_dmg_macro}}} {{critical_dmg2_type=@{global_critical_dmg_type}}} {{attack1name=@{iterative_attack1_name}}}
November 15 (3 years ago)

So, I think I might'v found a bug,  my group and myself are dirty frenchmen and as such use kilograms. So we use the "use metric" option of the sheet.


But the problem is that this option does not actually change the weight in the @{load-light}, @{load-medium},@{load-heavy} fields of the sheet, it should divide by 2 those values, which it does not right now.

November 15 (3 years ago)

Edited November 15 (3 years ago)
vÍnce
Pro
Sheet Author


warmy54 said:

So, I think I might'v found a bug,  my group and myself are dirty frenchmen and as such use kilograms. So we use the "use metric" option of the sheet.


But the problem is that this option does not actually change the weight in the @{load-light}, @{load-medium},@{load-heavy} fields of the sheet, it should divide by 2 those values, which it does not right now.

Hi Warmy54,

just a quick check and it appears to be working for me (multiplies the values by 0.454 with the metric option enabled).
w/Metric

w/out Metric

Are you not seeing any change on Loads when adjusting Strength and/or toggling the Metric option?

November 18 (3 years ago)

So I am using the hero lab import feature, and for the most part it works great, Except it does not import natural attacks, any chance you guys can take a look at that?


vÍnce said:

(multiplies the values by 0.454 with the metric option enabled).


btw I know this is tangential to the actual discussion, but the official values (i.e. the ones used in metric versions of the rulebooks) are rounded to 0.5kg = 1lb, and 5ft = 1.5m, in order to make the math easier and whatnot

November 19 (3 years ago)

Edited November 19 (3 years ago)
vÍnce
Pro
Sheet Author


David B. said:

So I am using the hero lab import feature, and for the most part it works great, Except it does not import natural attacks, any chance you guys can take a look at that?

James W. implemented the sheet's HL import feature and is the most qualified to comment on this, but I'll take a gander.


November 19 (3 years ago)
vÍnce
Pro
Sheet Author


FlutterDice said:


vÍnce said:

(multiplies the values by 0.454 with the metric option enabled).


btw I know this is tangential to the actual discussion, but the official values (i.e. the ones used in metric versions of the rulebooks) are rounded to 0.5kg = 1lb, and 5ft = 1.5m, in order to make the math easier and whatnot

That's a great point FlutterDice. :-) 
The metric option only converts the distance and weight totals.  If someone is using the sheet with the metric option, all distance and weight entered "should" be in metric as per the official values. So the totals "should" work out similarly.


November 23 (3 years ago)

Edited November 23 (3 years ago)

Hey guys, it seems I've got some kind of issue with my game. In my API console randomly appears this message

"%c Notice: %c ========================================================= "
"%c Notice: %c PFSkills updateAbilityBasedSkills getting array: "
"%c Notice: %c [array]:========================================= "
"Acrobatics,CS-Acrobatics,CS-Athletics,CS-Finesse,CS-Stealth,Climb,Disable-Device,Escape-Artist,Fly,Ride,Sleight-of-Hand,Stealth,Swim"
"%c Notice: %c ========================================================= "
"%c Notice: %c PFSkills updateAbilityBasedSkills getting array: "
"%c Notice: %c [array]:========================================= "

Also, my paladin's skills are all wrong. I have to put something in the field in order to "reset" them correctly (I dunno if these 2 things are related, but I guessed it was worth mentioning). It doesn't seem to happen in a specific moment or when I activate something. I've tried to be completely idle for some minute and this occurred anyway in the console. I dunno if some of my scripts messed up something, but maybe you faced this issue and can suggest some solution. Thank you very much in advance for your time!

EDIT: ok now I've noticed this line before the other ones
"%c Notice: %c PFSkills updateallskills diff updating by 0, from -3 "
This one does seem suspicious to me because Paladin skills are 3 points less than what they should be...so this is when something randomly updates...uhm...

November 23 (3 years ago)
vÍnce
Pro
Sheet Author

Hi Valerio,

the notices can just be normal logs by the sheet workers showing when events(usually changes to attributes) are being detected by the sheetworkers.  Hard to tell just from the Notices.  It appears that the skills are being updated, possibly from an ability change, buff, condition, etc.  Are you toggling a buff to Abilities and or Skills perhaps? 
You mentioned that "your abilities are all wrong."  How so?  Can you post a screen shot and a little more explanation?  Thanks

November 23 (3 years ago)


vÍnce said:

Hi Valerio,

the notices can just be normal logs by the sheet workers showing when events(usually changes to attributes) are being detected by the sheetworkers.  Hard to tell just from the Notices.  It appears that the skills are being updated, possibly from an ability change, buff, condition, etc.  Are you toggling a buff to Abilities and or Skills perhaps? 
You mentioned that "your abilities are all wrong."  How so?  Can you post a screen shot and a little more explanation?  Thanks


Hi, thank you for your reply. No toggle was set. The Paladin's skills are all 3 points less than what they should be...

i.e. With no buff toggled on she has 3 ranks, let's say, in Climb. That's not a Class Skill and her STR bonus is 0. So total ranks should be 3, but there is 0. Then I put any numer in "ranks" (i.e. 0), click anywhere on the screen, then write 3 again in the same box and voilà...now her total ranks are 3, as expected.

After some time of playing (fortunately quite a long time) it gets bugged again, ALL the skills at the same time...so she has to manually "refresh" them all. When it will happen again I will post a screenshot...or maybe I'll try to create a new character sheet for her (as other players don't have that issue)

November 23 (3 years ago)
vÍnce
Pro
Sheet Author

Your welcome to import a copy of the character with the issues into the beta test game here. and I'll have a look.

November 24 (3 years ago)


vÍnce said:

Your welcome to import a copy of the character with the issues into the beta test game here. and I'll have a look.


Thank you for your patience! Before I'd read your answer I've created a new sheet for that character and it seems now it's working just fine (today's session was ok, at least). Anyway if the issue appears again I'll join the beta game with a copy of the character.

December 10 (3 years ago)

Edited December 10 (3 years ago)

The Pathfinder sheet suddenly isn't making adjustments for Conditions and Buffs, and a friend who is trying to make his character (manually, not via CharacterMancer) has a mysterious -1 penalty to his ability scores appearing as he types them in. Everything was fine last time I used the sheet (a week ago today). Has something changed with the sheet? Is this maybe a more global Roll20 problem? 

Someone just posted on Twitter with a similar problem, so I know it's not just me. Anyone know what's going on, or (better yet) how to fix it? 

December 10 (3 years ago)

Edited December 10 (3 years ago)
vÍnce
Pro
Sheet Author

Hi Shadowpuppet,
nothing has changed on the sheet and it appears to be working correctly for me upon a quick test... Are you sure you are using the PF Community Sheet and not the official by roll20 sheet? There seems to be some issues ATM with the official sheet.
https://app.roll20.net/forum/post/10543377/pathfinder-1e-character-sheets-not-working

December 10 (3 years ago)


vÍnce said:

Hi Shadowpuppet,
nothing has changed on the sheet and it appears to be working correctly for me upon a quick test... Are you sure you are using the PF Community Sheet and not the official by roll20 sheet? There seems to be some issues ATM with the official sheet.
https://app.roll20.net/forum/post/10543377/pathfinder-1e-character-sheets-not-working


Oh, sorry about that! I ran a forum search to figure out where to ask and ended up here. It’s the official sheet, not the community one, so I’m in the wrong place. Ignore me — carry on! :)

(Now to see if I can get the GM to switch to this one …)


December 10 (3 years ago)

Hi, Guys, i need a little big help. 

im trying to make some Buffs of  spells that give me bonus in a specific skill check. How can i try to do this? 

i'm trying to use custom bonus, but i only can use each custom at once for each spell. I put the bonus in the Buff and put @{customXX-mod} in the skill misc macro, but i have a lot of buffs. Exemple: my druid use the spells camouflage (+10 competence in stealth check), eyes of avoral (+8 racial perpection check), eyes of the raptor (+5 untyped bônus perpection check), hawkeye (+5 competence in perception check), primal junter ( +5 untyped in Acrobatics and Swim), Primal Instinct (+5 survival and initiative), Primal sense (+5 untyped perception) and much more, but this is a lot of work. 


December 10 (3 years ago)

Edited December 10 (3 years ago)
vÍnce
Pro
Sheet Author

One option for using buffs to toggle per/skill adjustments (still requires some setup...);

  1. create a buff for a given spell
  2. do not assign a "Bonus" from the dropdown list
  3. enter an appropriate value for the buff
  4. Copy the buff's attribute name (right-click the field, inspect element and copy the name in the title="...")
  5. Copy the buff's toggle attribute name (right-click the field, inspect element and copy the name in the title="...")
  6. Copy the rowID (expand the ID subsection of the buff to see the rowID)
  7. edit the attribute names to include the rowID, ie swap "$X" with rowID
  8. make a simple macro that multiplies the buff's value attribute by the toggle attribute. ie (toggle*(value))
  9. Copy the macro into the appropriate skill's Misc Macro field.
  10. If you toggle the buff, the misc macro should reflect the adjustment.

example;
Create a buff


Grab attribute names, rowID, make a macro

rowID:  -mqalpkei-mef25uahas
value: @{repeating_buff2_$X_b1_val}
toggle: @{repeating_buff2_$X_enable_toggle}
macro: (@{repeating_buff2_-mqalpkei-mef25uahas_enable_toggle}*(@{repeating_buff2_-mqalpkei-mef25uahas_b1_val}))

Insert macro into the Misc Macro field.



December 16 (3 years ago)

Just logged into my game and tried to use the [Combat Skills] macro button on the Pathfinder Community sheet.  Looks like something happened to change " into " on all of my sheets.  I checked a second game using the same character sheet and am having the same issue there as well.  It is broken on all of the buttons except for Initiative, oddly.

Cut and Paste Below:

 /w "@{Angrath|character_name}" @{Angrath|combat_skills-macro} {{whisper=@{Angrath|PC-whisper}}} {{switch=~@{Angrath|character_id}|NPC-combat_skills}}

December 16 (3 years ago)

Edited December 16 (3 years ago)
vÍnce
Pro
Sheet Author

Wonderful. I brought up this exact issue (CSE Bugs) when roll20 released the CSE update...  I believe the Devs just "fixed" the issue with quotes in the Marketplace receipt code yesterday(https://app.roll20.net/forum/post/10551412/release-note-for-december-14-2021), which "appears" to also affect character sheet code that use the nested quotes workaround.  We've had quotes around the character name attribute in the sheets rolls for over 4+ years to prevent character name issues that also include a quote, and had to specifically add an additional ampersand special character to them after the CSE conversion to keep them from breaking.


After this weeks roll20 update, the workaround appears to no longer be needed... Thanks for being a test subject. Not!


I'll submit a fix ASAP.  Thanks Dregoth.

December 16 (3 years ago)

Edited December 16 (3 years ago)
vÍnce
Pro
Sheet Author

Fix/Update submitted : https://github.com/Roll20/roll20-character-sheets/pull/9909

December 16 (3 years ago)

Vince,

Thank you immensely for the fast response and turn around.  You all rock!

December 16 (3 years ago)
vÍnce
Pro
Sheet Author

Fun story, I just inserted a hidden roll in last night's update to test this very scenario because I noticed that while it was still working in Production, the menus were broken in the sheet author sandbox.  The upside is that the original issues should now be fixed.  I wonder if nested queries have been fixed collaterally as well. lol 

December 16 (3 years ago)


vÍnce said:

One option for using buffs to toggle per/skill adjustments (still requires some setup...);

  1. create a buff for a given spell
  2. do not assign a "Bonus" from the dropdown list
  3. enter an appropriate value for the buff
  4. Copy the buff's attribute name (right-click the field, inspect element and copy the name in the title="...")
  5. Copy the buff's toggle attribute name (right-click the field, inspect element and copy the name in the title="...")
  6. Copy the rowID (expand the ID subsection of the buff to see the rowID)
  7. edit the attribute names to include the rowID, ie swap "$X" with rowID
  8. make a simple macro that multiplies the buff's value attribute by the toggle attribute. ie (toggle*(value))
  9. Copy the macro into the appropriate skill's Misc Macro field.
  10. If you toggle the buff, the misc macro should reflect the adjustment.

example;
Create a buff


Grab attribute names, rowID, make a macro

rowID:  -mqalpkei-mef25uahas
value: @{repeating_buff2_$X_b1_val}
toggle: @{repeating_buff2_$X_enable_toggle}
macro: (@{repeating_buff2_-mqalpkei-mef25uahas_enable_toggle}*(@{repeating_buff2_-mqalpkei-mef25uahas_b1_val}))

Insert macro into the Misc Macro field.




Thanks a lot!  Its work perfectly! You are a genius!

December 16 (3 years ago)
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator

You can also set the buff to affect one of the custom attributes and use that custom attribute in the skull's calculation. Requires a little setup, but is easier when you have several effects that will affect the same subset of things.

December 16 (3 years ago)

Any update on fixing the natural attack import?

December 18 (3 years ago)
vÍnce
Pro
Sheet Author


David B. said:

Any update on fixing the natural attack import?


I've taken a quick look...
The HL import does not create attacks. Weapons are simply added as equipment and you must use the create attack option (post import) from equipment to generate an attack on the sheet or create it manually.  Since natural attacks are not weapons/items per se, they are basically ignored during import.  There needs to be some additional programming done to parse natural attacks.  Unfortunately, I have a nominal understanding of javascript. I'm able to do some limited troubleshooting/repair of existing code and occasionally write some basic, "inefficient js".  No promises, but I'll look a little deeper at how difficult it would be to parse natural attacks.

December 25 (3 years ago)


Scott C. said:

You can also set the buff to affect one of the custom attributes and use that custom attribute in the skull's calculation. Requires a little setup, but is easier when you have several effects that will affect the same subset of things.


I will try! Thanks!

December 30 (3 years ago)

Edited December 30 (3 years ago)

Hi guys, there's something wrong with the buffs...

I have a buff that (among other things) gives +2 Strenght. If I toggle the buff everything is fine, the STR changes but melee damage in Attacks do not change (well sometimes it does some other times it doesn't). I get a sheetworker error (console) if I use ChatSetAttr to set enable_toggle (but the buff actually toggles correctly, it just does not update weapon total-damage as when I toggle the buff manually). I've read somewhere that it's just slow sometimes, so I've been waiting for 5 minutes everytime I tried (just to be sure), and nothing happens. Is this a known issue?


simply using

!setattr --sel --fb-public --repeating_buff2_$2_enable_toggle|0

causes

"SHEET WORKER ERROR: You attempted to set an attribute beginning with 'repeating_' but did not include a Row ID or Attribute Name in repeating_weapon_total-damage"
December 30 (3 years ago)

Edited December 30 (3 years ago)
vÍnce
Pro
Sheet Author

Hmm...  What if you use the rowID instead of the row number? Does total damage update if you recalc?

December 30 (3 years ago)

Edited December 30 (3 years ago)
1)

no I actually use the rowID in my macro, but I noticed that the behaviour is the same with the row number, so I posted this one just to make it easier to read

2)

yes, it updates with recalc

December 30 (3 years ago)
vÍnce
Pro
Sheet Author

Thanks Valerio.  Promising that the recalc triggers it.  I think I've seen this in the past... and I can't recall if I tried but couldn't locate the triggering issue or if I "thought" I had located it and fixed it.  lol  I'll have look.

December 30 (3 years ago)

eheheh ok I'll be waiting for your answer (fingers crossed)

Guys, i have a recurrent problem in my games. Every time i put the red (or ay other color) token mark in a token, all the game stop and being very slow . I disabled all other API unless pathfinder companion and is it that causing the problem. 


What i have to do? 


I have tryed everything. I have activated and deactivated the option "Apply condition/Buff status marker" and all other function in !pfc --config.

I discovered something!

   If the " Items default value " is unchecked, the token counter will not slow down the game. This pattern works on multiple tokens.

These two markers ("items default value" and "damage and check buffs") will prejudice my game?


January 25 (2 years ago)
vÍnce
Pro
Sheet Author

That's odd Menat.  I don't believe the old migration code would have any effect since it simply tells the sheet to check if certain updates have been done on older sheets (3-4+ years older).  I'll see if I can reproduce.

January 26 (2 years ago)


vÍnce said:

I'll look a little deeper at how difficult it would be to parse natural attacks.

Hate to nag but any update? I  don't know javascript very well but  from reading the code the natural attacks should be listed in characterObj.melee.weapon (as normal attacks are) the function importItems takes that list however it just compares it to the lists of items, and creates the weapon object from the item list. Ideally, you would ignore the item list and create it from the weapon list (line 304 of HLImport.js)  or another angle is while looping over the item list keep track of the weapons created, then iterate over characterObj.melee.weapon creating weapon objects for anything that was missed.



vÍnce said:

That's odd Menat.  I don't believe the old migration code would have any effect since it simply tells the sheet to check if certain updates have been done on older sheets (3-4+ years older).  I'll see if I can reproduce.

I will continue to observe and test these things.

January 27 (2 years ago)
vÍnce
Pro
Sheet Author

Valerio I. said:

eheheh ok I'll be waiting for your answer (fingers crossed)

I thought I had addressed this previously, but apparently not...
Submitted a bug fix: https://github.com/Roll20/roll20-character-sheets/pull/10093

January 27 (2 years ago)

Edited January 27 (2 years ago)
vÍnce
Pro
Sheet Author

Looks like we finally reached the max limit for a single thread on the roll20 forums...

Please continue Pathfinder Community Sheet discussions on:
[PF] Pathfinder Sheet Thread 7