Andre B. said:
@Krii3g3r Odd, because ever since the update, my sheets aren't calculating the ACP at all. It shows up on the specific armor item's line, but isn't totaled for the "Armor Penalties: ACP" field. As a result, it's not applying any ACP to ANY of my skill rolls.
If you use the same sanity as in Horror Adventures, first check the "use horror adventures" on the Settings page, this will create the Sanity attributes on the Defense tabPanzermeyer said:
How would one use the "Custom" tab on the character sheet to actually create custom attributes?
Rockets said:
Hi, I found a little bug I think. Tested it today using 1.69, but I saw it happen in other recent versions also. Any spell that has a damage macro defined will break whenever you change any of the spell roll options;
Yep. We'll fix the roll template bug with the next update. You can choose the simple templates from settings as a workaround.Jamerific said:
Don't know if this was mentioned yet or not, but the names on the macro buttons keep repeating. EX: Perception Perception or Weapon 1 Weapon 1
I just created a new attack and the ID generated fine... Any other details Mike?Mike W. said:
Under Attacks, the ID field selector is no longer working. You cannot click it and see the Key ID field number anymore.
If you create a buff for Armor or shield, enabling it shows under the buff column not the armor or shield column. Is that what you are referencing Swole Patrol?Swole Patrol said:
Just wanted to point out that buffs targeting specifically shield, armor, etc. are not functioning properly.
Vince said:
If you create a buff for Armor or shield, enabling it shows under the buff column not the armor or shield column. Is that what you are referencing Swole Patrol?Swole Patrol said:
Just wanted to point out that buffs targeting specifically shield, armor, etc. are not functioning properly.
TheJokerPlays said:
The 'buttons' to call a list of abilities is broken.
I believe this is done because of how stacking is handled on the sheet. https://wiki.roll20.net/Pathfinder_Character_Sheet#Stacking_and_BuffsSwole Patrol said:
Vince said:
If you create a buff for Armor or shield, enabling it shows under the buff column not the armor or shield column. Is that what you are referencing Swole Patrol?Swole Patrol said:
Just wanted to point out that buffs targeting specifically shield, armor, etc. are not functioning properly.
No, in that it's not working at all. I assume this is merely some bizarre behavior on my side. However, I'm curious as to why a buff that specifically improves armor, shield, etc. would be inclusive into buff and not directly into their desired categories? While I understand 3pp material is seldom supported, a lot of Iron Tortoise counters involve the addition of your total shield bonus, which I would much prefer to simply reference once when using @{AC-Shield} rather than have to add static numbers afterwards.
This looks like another bug. ;-(Swole Patrol said:
TheJokerPlays said:
The 'buttons' to call a list of abilities is broken.
You can probably correct it by selecting a type. I'm sure it's not intended, but choosing a type seems to be a work-around.
Vince said:
I believe this is done because of how stacking is handled on the sheet. https://wiki.roll20.net/Pathfinder_Character_Sheet#Stacking_and_BuffsNo, in that it's not working at all. I assume this is merely some bizarre behavior on my side. However, I'm curious as to why a buff that specifically improves armor, shield, etc. would be inclusive into buff and not directly into their desired categories? While I understand 3pp material is seldom supported, a lot of Iron Tortoise counters involve the addition of your total shield bonus, which I would much prefer to simply reference once when using @{AC-Shield} rather than have to add static numbers afterwards.
I had a character that had the same issue. I toggled the type to something changed focus and chsnged them back and the abilities command menu looked normal again. IDK.. I'll have a look at some of the beta characters to test for this as well.chris b. said:
I cannot reproduce the issue with the ability menu not creating links for abilities that do not have a type, even using the same names for abilities with [] and | and () in the names
is there a character on the beta campaign that does it?
Vince said:
I had a character that had the same issue. I toggled the type to something changed focus and chsnged them back and the abilities command menu looked normal again. IDK.. I'll have a look at some of the beta characters to test for this as well.chris b. said:
I cannot reproduce the issue with the ability menu not creating links for abilities that do not have a type, even using the same names for abilities with [] and | and () in the names
is there a character on the beta campaign that does it?
We are looking into this CB. Defintielty something isn't right with spell options. ;-( ThanksCB said:
I had the issue with the ability menu not creating links for abilities that do not have a type, but those were resolved by indicating a type and then reverting back to N/A. However, I have been having weird issues with the spells section.
First, for whatever reason, whenever I hit recalc, it gets rid of the listed spell class name for every spell that belongs to the second spell class listed (I haven't checked if this occurs for the 3rd spell class because none of my characters have 3 different spellcasting classes). Secondly, on many spells (not all of them, and I can't figure out what is the pattern here) the spell's casting time is not displayed on the chat screen when you roll it. I looked at the macro for the spells that have this issue and, sure enough, where it is supposed to have {{casting_time=@{cast-time}}}, it just shows instead {{casting_time=}}. I toggled on and off the spell options (all of them), and this doesn't fix the issue. I resolved it by going into the macro of each such time and adding in the missing piece, @{cast-time}, but sometimes, it disappears again (either that or I keep missing a spell or two, and thinking that I did fix it when I really didn't, but that would be just crazy, ;-P ).
Sorry for being the bearer of bad news, :(
CB
chris b. said:
I know what is happening
if the cast time is 1 standard action, then it does not print, since this is the default for all spells.
It only prints the cast time if it is something else.
I added this in a recent version when fixing other bugs in spells. Since for all other fields, the spells only print a value to the roll if it is not the default, or not "none" For instance, if there is no save, save is not printed. If no spell resist, it is not printed.
This was requested awhile ago to save space.