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[PF] Pathfinder Sheet Thread 6

I think there's something wrong with the '# Used' field for spontaneous spellcasting... It doesn't update the field sometimes, and only for some of my sheets? Getting the following error: TypeError: Cannot set property 'spellclass-0-level-1-spells-per-day' of undefined     at Object.eval (eval at messageHandler (sheetsandboxworker.js?20160926:266), <anonymous>:10094:36)     at eval (eval at messageHandler (sheetsandboxworker.js?20160926:266), <anonymous>:656:83)     at Function.m.each.m.forEach (sheetsandboxworker.js?20160926:5)     at Object.eval [as -Kpk6aVpY68u1AH4W86K//repeating_spells_-kpklkzsufggqbx-del0//0.7658469764924036] (eval at messageHandler (sheetsandboxworker.js?20160926:266), <anonymous>:630:27)     at _fullfillAttrReq (sheetsandboxworker.js?20160926:241)     at messageHandler (sheetsandboxworker.js?20160926:273) sheetsandboxworker.js?20160926:293 TypeError: Cannot set property 'spellclass-0-level-1-spells-per-day' of undefined     at Object.eval (eval at messageHandler (sheetsandboxworker.js?20160926:266), <anonymous>:10094:36)     at eval (eval at messageHandler (sheetsandboxworker.js?20160926:266), <anonymous>:656:83)     at Function.m.each.m.forEach (sheetsandboxworker.js?20160926:5)     at Object.eval [as -Kpk6aVpY68u1AH4W86K//repeating_spells_-kpklkzsufggqbx-del0//0.7658469764924036] (eval at messageHandler (sheetsandboxworker.js?20160926:266), <anonymous>:630:27)     at _fullfillAttrReq (sheetsandboxworker.js?20160926:241)     at messageHandler (sheetsandboxworker.js?20160926:273)
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Scott said: So I'm having a weird issue with the sheet. Whenever I enable more than 4 attacks (3 iteratives,) the resulting roll is only visible to whoever rolled it. I tried making a new attack and just enabling iteratives, and I get to my 5th attack, and it breaks again. Any 3 extra iteratives work, it doesn't have to be 1, 2, 3. Any clue what's going on? All my macro fields are saved here. <a href="https://pastebin.com/G4QnSL75" rel="nofollow">https://pastebin.com/G4QnSL75</a> I can confirm similar issues when adding iterative attacks. &nbsp;I can post 6 attacks before other players suddenly cannot see any of the attack's output. &nbsp;There seems to be an issue with chat that is capping the output. &nbsp;Not sure if it's related or not... from Bugs forum:&nbsp; Breaking API Change
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chris b.
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Skates said: I think there's something wrong with the '# Used' field for spontaneous spellcasting... It doesn't update the field sometimes, and only for some of my sheets? Getting the following error: 0160926:241) &nbsp; &nbsp; at messageHandler (sheetsandboxworker.js?20160926:273) I can't reproduce this, but I found the places it could happen and put some catches around it and error handling for our next build.
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Edited 1501528827
chris b.
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version 1.65 submitted Merged. You should see it Wednesday Features: 1. ** BONUS TYPES and stacking !** in new buffs list. Turn on in settings. Also Copy current buffs to new list and delete old buffs. 2. All 'misc' number entries converted to macro fields for customization ('misc' considered 'untyped') 3. **Show more fields** checkboxes _above sections_ to show/hide misc and lesser used fields 4. Kineticist Support! &nbsp;(turn on in Settings, Burn pool on Abilities page, auto-changes non lethal hp) Spell and pool point support. More colors 5. Notes added to rolls based on current conditions or buffs 6. Dual wield: now use _attack name_ instead of ID to generate 7. Globally hide announcements using **Apply Default Settings** at bottom of Roll 20's ⛭_My Settings_ page (chat area at right) and you can check the "hide announcements" and apply to all existing sheets so GMs don't need to see them on every monster. 8. **_ Faster! _** &nbsp;minimized javascript and it had a huge effect
1501536893
James W.
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API Scripter
What, not a word on the updates to the HLImport module? :P Hero Lab importing will no longer trigger sheet updates or recalculations as part of the import process; this has sped up the import process immensely , especially for characters with spells.&nbsp; I've done my best to make it fill in totals where I can to negate the need for the recalcs, but may have missed some things; please let me know if there's any calculated values that aren't being set properly after an import, and I'll try to fix it.&nbsp; In the mean time, either change a value used to calculate that total, or hit the recalc button to fix it. Important note: If a spell macro only outputs the template header (the part with your character name and the name of the spell), toggle something off/on under Spell Roll Options, and it should fix that for all of your spells.&nbsp; This happens because the import process isn't generating the @{spell_options} attribute the sheet generates when you manually add spells.&nbsp; I'm working on a solution that doesn't involve triggering sheet auto-updates (because they slow the sheet down to a crawl when you're doing a dozen of them at a time), but in the mean time we'll all have to put up with this minor inconvenience. Other updates to HLImport: Fixed spells-as-weapons crashing item import Work-around for specialist wizard names and spell importing (should now import wizard spells for specialist wizards) Now supports 10 Craft/Lore/Perform/Profession/misc skills (up from 3/3/3/3/5), and sets number of such skills to show Adds skill situational bonuses to notes, instead of trying to rebuild skill macros Imports creature types & subtypes, base speed, character description Auto-detects PFS characters&nbsp; Imports prestige/fame from first non-retired faction listed (puts name in faction notes) Imports money to "Other Currency" Imports values for carry capacity; detects STR bonus (from things like masterwork backpacks), but not quadraped/multipliers, so could get wiped by recalc if those aren't set manually Fixed AC import missing misc AC mods when using Dex Shows class rows/racial HD as appropriate Attempts to set hit die sizes; assigns the first hit die it finds in the HP formula that matches the the level of the class. If you have multiple classes of the same level, it may assign the wrong hit die to the wrong class, and if you have multiple classes of the same hit die size, it won't find a match at all. The first left over hit die size is assigned to racial hit dice.
chris b. said: version 1.65 submitted Merged. You should see it Wednesday Features: 1. ** BONUS TYPES and stacking !** in new buffs list. Turn on in settings. Also Copy current buffs to new list and delete old buffs. 2. All 'misc' number entries converted to macro fields for customization ('misc' considered 'untyped') 3. **Show more fields** checkboxes _above sections_ to show/hide misc and lesser used fields 4. Kineticist Support! &nbsp;(turn on in Settings, Burn pool on Abilities page, auto-changes non lethal hp) Spell and pool point support. More colors 5. Notes added to rolls based on current conditions or buffs 6. Dual wield: now use _attack name_ instead of ID to generate 7. Globally hide announcements using **Apply Default Settings** at bottom of Roll 20's ⛭_My Settings_ page (chat area at right) and you can check the "hide announcements" and apply to all existing sheets so GMs don't need to see them on every monster. 8. **_ Faster! _** &nbsp;minimized javascript and it had a huge effect As my players say, "Yay for more Kineticist Support than Paizo gives!" On an actual note, I've had a few people very excited for the change and testing a bit more in the Beta. That said, I only got asked once to give control of a character, so likely not as large of a group as I wanted.
New update broke many things. Most notable ones: 1) Bonus Psionic Powers from ability are broken. Instead of &lt;level x ability-mod x 1/2&gt; it is just &lt;ability-mod&gt;. 2) Type C fields, in Custom tab at least. For example, I'm testing @{customc1-mod}. @{level} =&gt; 7 @{level}-1 =&gt; 60 [[@{level}]] =&gt; 70 @{CHA-mod} = 4 @{CHA-mod} + 4 = 80 @{CHA-mod} * 2 = 80 This is extremely strange. Please, fix this asap. It get my characters broken.
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Edited 1501624480
chris b.
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instructions below boil down to "hit recalc once or twice": for the psionic and other issues: Go to &nbsp;the settings page&nbsp; scroll down to the "migrations" and open that area If all 6 checkboxes (circled in red and blue below) are not checked ,&nbsp; hit recalc.&nbsp; you may need to hit recalc twice, they should all end up checked. These are all the migrations needed. After doing that , check the psionic values and others again. If it is not working and all the checkboxes are checked: then uncheck the 4 that are circled in red,&nbsp; and hit recalc until they are all checked, in order to reset the dropdowns. i cannot reproduce the problem with the customc1 field. The "b" and "c" sections actually do not use our code but roll20s autocalc system.
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Edited 1501625491
chris b.
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Bugs: 1. you must hit recalc when opening a new sheet in order to finish the migration 2. if you apply/remove a bonus to "Attack", then you have to hit recalc to see it show up. (melee attack , ranged attack, etc, all work normally) not sure how those slipped by they are basic. I entered them in a knew Known Issues section at&nbsp;<a href="https://wiki.roll20.net/Pathfinder_Character_Sheet#Known_issues" rel="nofollow">https://wiki.roll20.net/Pathfinder_Character_Sheet#Known_issues</a>
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Edited 1501625362
I'm getting the same problem on those sections: It's like as soon as you put something modifying any of the attributes, it multiplies by 10. Edit: The evaluate at roll time section seems to work fine. It's just the top two for sure.
1501625630
chris b.
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Courtney R. said: I'm getting the same problem on those sections: It's like as soon as you put something modifying any of the attributes, it multiplies by 10. Edit: The evaluate at roll time section seems to work fine. It's just the top two for sure. ok, it's the "customa4" not "customc4". aaaaa! how could this happen!?&nbsp;
Trying out the new Typed bonus stuff, overall it is pretty awesome.&nbsp; An oddity I noticed with Natural Armor. I have an Oracle player with the Iron Skin spell, and an amulet of Natural Armor +1. When I create the Iron Skin Spell Buff (+4 to natural Armor), for some bizarre reason it adds 6 to his characters natural armor. Did I find a strange bug?&nbsp;
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Edited 1501639175
chris b.
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I can reproduce the natural armor bug. ill add it to the list. edit: turns out armor, shield, natural are all added twice. So you added 4 to natural armor, it subtracted 1 for the natural ac already on the grid, then added 3 twice. you should put whichever on as "enhancement" bonus, then it will stack with the 1 natural ac (or vice versa i forget)
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Edited 1501637902
chris b.
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WORKAROUND FOR CUSTOM FIELDS: 1. Create a new buff , and assign a bonus to the same custom attribute as you are using (hover over the grey number to get the name, such as "customa1" through "customa12" 2. copy the expression string to the buffcalc field of the buff, it should evaulate to the number you expect 3. zero out the equation on the custom attribute itself 4. verify the custom # is now the correct one, with no "0" at the end This works because it started adding the buff and the custom attribute together as a string "3"+"1"="31", instead of as a number. so until the fix goes in, you can use the workaround above to put the "0" in front, so it does not effectively multiply the number.
We are experiencing an issue where the macro fields don't show for spells. Is there a toggle we are missing in the new sheet?
One thing that I've been noticing, and I'm wondering if you intended to add this, because as it, the new kineticist support ends up just making it more confusing to create attack macros for. When creating an attack, in order to get the Kinetic Blast and Kinetic Damage (Which doesn't incorporate for an energy blast btw) to work, you have to add the @{kineticistblast_attack} and @{kineticistblast_dmg} into the Attack and Damage Mods section. Is there any thought in the future to make that an option to select with the attack? Or some way to mark the attack as a blast?
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Kimbo said: We are experiencing an issue where the macro fields don't show for spells. Is there a toggle we are missing in the new sheet? Make sure you have enabled Settings|Sheet Configuration|Advanced|Display roll templates for customization. &nbsp;Also check that the sheet is in expanded "Mode". Button by the PF logo.
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Edited 1501670368
chris b. said: instructions below boil down to "hit recalc once or twice": Nah, this doesn't work. Tried full instructions few times. Bonus PP from attribute just reset to 0 and stuck. Please notice this bug affected not just one hero, but all of mine. Freshly created and old - both.
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Edited 1501682355
chris b.
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Courtney R. said: One thing that I've been noticing, and I'm wondering if you intended to add this, because as it, the new kineticist support ends up just making it more confusing to create attack macros for. When creating an attack, in order to get the Kinetic Blast and Kinetic Damage (Which doesn't incorporate for an energy blast btw) to work, you have to add the @{kineticistblast_attack} and @{kineticistblast_dmg} into the Attack and Damage Mods section. Is there any thought in the future to make that an option to select with the attack? Or some way to mark the attack as a blast? You mean like, a kinetic blast (melee) and kinetic blast (ranged)? to go under the others? I thought of it, but I worried about making the implementation too specific that it would not account for all archetypes. Though i realized I think the blast damage bonus needs more work, because your melee (kinetic blade) might use some of the damage bonus, just not the elemental overload part, unless you are using that one archetype. I use the "misc" field of Alt Melee for kinetic blade, and the misc field of Alt Ranged for regular Kinetic Blast. &nbsp;And i add a buff adding the kineticblast_dmg to alt ranged damage. Then my attacks with blasts are all either alt ranged or alt melee. I still have to enter the dice and CON for ability damage bonus. so yeah it's still a number of edits, ...&nbsp; But yes energy blasters must modify the damage, but should only have to do it once. luckily i made that a macro so people could put anything in there. I forgot about them :( I mostly tested with my dwarf earth kineticist. edit: this is how i setup my attacks:
1501674499
chris b.
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Alexander L. said: chris b. said: instructions below boil down to "hit recalc once or twice": Nah, this doesn't work. Tried full instructions few times. Bonus PP from attribute just reset to 0 and stuck. Please notice this bug affected not just one hero, but all of mine. Freshly created and old - both. sorry i will work on this. i did test psionics and the numbers stayed the same after upgrading, so not sure what is wrong.
Vince said: Kimbo said: We are experiencing an issue where the macro fields don't show for spells. Is there a toggle we are missing in the new sheet? Make sure you have enabled Settings|Sheet Configuration|Advanced|Display roll templates for customization. &nbsp;Also check that the sheet is in expanded "Mode". Button by the PF logo. Thanks! &nbsp;That was it.
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I made a FAQ entry with steps to create Kinetic blasts. <a href="https://wiki.roll20.net/Pathfinder_Character_Sheet" rel="nofollow">https://wiki.roll20.net/Pathfinder_Character_Sheet</a>... After writing this, I agree it is pretty confusing.
I've noticed a bug with Skill calculations on newly created sheets in the new version. With the exception of all Knowledge skills (except Arcana), skills are not picking up their Ability Modifiers. This occurs even after a couple recalcs, the only way I've been able to fix it is to change the assigned ability score to a different one then change it back. In the example here, I have all abilities set to 12, so everything should be at a bonus of 1.
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Edited 1501704811
chris b.
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Valorn,&nbsp; can you go to the settings page and try unchecking " Ability Dropdowns " in the " Migrated " section:, and then hit recalc again: does that fix them?
chris b. said: Valorn,&nbsp; can you go to the settings page and try unchecking " Ability Dropdowns " in the " Migrated " section:, and then hit recalc again: does that fix them? Just tried it and, yep that fixed it! Thanks!
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chris b.
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Awesome. it should not have checked itself if it ran successfully the first time.. but i will take it.
Looks like the buff bonus types and stacking option shows up twice on the Default Sheet Settings.
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Alright, not sure if this is a bug or my own error: I'm trying to update spells on my cleric. &nbsp;He's got Burning Hands as a domain spell, so I drag/dropped the spell onto my sheet. &nbsp;Every time I try to cast, I get character name & spell name, but nothing else. &nbsp;I've updated spell level, range, and description. &nbsp;I've recalc'd a couple of times. &nbsp;Nothing works. &nbsp; For another spell I updated, I drag/dropped Longstrider over Floating Disc to replace it. &nbsp;I manually replaced a few fields to make sure everything was correct for Longstrider, but when I cast I only get the name and description for Longstrider, everything else is still from Floating Disc. &nbsp;Reloading hasn't helped. &nbsp;What am I messing up? EDIT: Another player just tried casting the new spells he got at level up. &nbsp;Same problem: Character name & spell name displayed as the normal spell template heading, but there is nothing beneath. &nbsp; 2nd EDIT: Literacy is good, y'all. &nbsp;I re-read the instructions above that specifically references this phenomenon and - wait for it - following directions worked. &nbsp;
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chris b.
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ill try to get it so you don't have to do anything else when dragging a spell over. edit: Hooray i finally fixed this stinking problem starting next week with version 1.66 the spells will work correctly when dragged from the compendium, and probably the problem with spells in the HL import will be fixed as well, since it was the same piece of code
Before the recent update, I was able to use the commands /emas &nbsp;and /em &nbsp;at the beginning of the macro text for each attack created in the sheet. &nbsp;Now it does not display the emote properly, literally showing instead the /emas in the chat screen, followed by whatever I had typed down for the /emas command. &nbsp;If I move the /emas and /em &nbsp;commands to the end of the macro text. they work properly (with the change that the emote appears after the attacks has been resolved). &nbsp;This is not a problem with the npcs I control as most of their rolls are gm whispered anyways, but it does not look/feel right to see the emotes after the pc's attacks has been resolved. CB
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Strange. &nbsp;Are you sure /em worked within the attack macro-text before? This came up long ago when we first introduced the whisper options. The whisper attribute is included in every macro text and even within the button roll value itself. &nbsp;If no whisper is set we still have to set a value using the html character for a space (for technical reasons this is needed to hold the value), and if the whisper option is enabled we use "/w gm". &nbsp;If you try to add a /em command at the beginning of the macro-text, it is either going to come after the special character "& nbsp;" or "/w gm"&nbsp;as provided by the button roll ahead of any exposed macro-text. &nbsp;In both instances, /em will fail. I suppose we could include an attribute for /em that could be included prior to the whisper attribute that's included with all sheet rolls with the caveat that the emote would reside outside the sheet's whisper settings. &nbsp;IDK. &nbsp;Maybe Chris has an idea for this... update: "add emote to front of rolltemplate in macros" is actually on our Future Enhancements list. ;-)
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Mike W.
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I just noticed that any Buffs create that give an AC bonus is giving that bonus to the CMD as well. Also this bonus is shown in the Gray Box for FF CMD but is NOT shown in the gray box for CMD but it is still added in both. This Gray box issue also happens with regular AC as well. For AC the bonus is added in but not shown in the gray box for Buffs, for Touch and flat-footed is shown and added in. I noticed this when I was making the fix for Mage Armor, as Chris had indicated, changing the bonus from Armo r &nbsp;to AC and the type to Enhancement . &nbsp;I do have a question about that as well. Why would it be Armor in the first place? Isn't the bonus applied to AC and the type is Armor (although Armor is not listed under type in Roll20). Quote from rules "mage armor spell, providing a +4 armor bonu s to AC ". So the type of bonus is Armor .
Mike W. said: I just noticed that any Buffs create that give an AC bonus is giving that bonus to the CMD as well. Also this bonus is shown in the Gray Box for FF CMD but is NOT shown in the gray box for CMD but it is still added in both. This Gray box issue also happens with regular AC as well. For AC the bonus is added in but not shown in the gray box for Buffs, for Touch and flat-footed is shown and added in. I noticed this when I was making the fix for Mage Armor, as Chris had indicated, changing the bonus from Armo r &nbsp;to AC and the type to Enhancement . &nbsp;I do have a question about that as well. Why would it be Armor in the first place? Isn't the bonus applied to AC and the type is Armor (although Armor is not listed under type in Roll20). Quote from rules "mage armor spell, providing a +4 armor bonu s to AC ". So the type of bonus is Armor . If you look at the AC section on the sheet, there's specifically a mod called Armor &nbsp;which applies your armor bonus to AC. Essentially, the 'Armor' buff type is the mechanical representation of this on the character sheet. I think the correct setting for a shield buff should be Armor &nbsp;and Untyped. &nbsp;As noted above, it doesn't currently do the calculation correctly due to a bug, but it does factor any existing armor the character is wearing, so they won't stack. One other minor issue to report, in the common buff templates, it adds Rage (unchained) bonuses as 'morale', but they should be untyped, so that they stack with bless/heroism etc.
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Mike W.
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Yeah I say the Armor entry. I was just curios as to why it was done that way is all. The others issues for CMD and the Buff entries (they gray boxes) are still an issue.
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Because buffs to AC are applied to CMD, except for a few. The old buffs didn't only to make the math easier. But now to implement stacking properly we just implement the rules as written. (When converting to the new buffs it looks and if you have the same # applied to both, it should only set a new buff to AC so it does not double count.) <a href="http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#combat-maneuver-defense" rel="nofollow">http://paizo.com/pathfinderRPG/prd/coreRulebook/combat.html#combat-maneuver-defense</a> A creature can also add any circumstance, deflection, dodge, insight, luck, morale, profane, and sacred bonuses to AC to its CMD. Any penalties to a creature's AC also apply to its CMD.&nbsp; The buff columns are fixed in beta too, they were not displaying correctly as noted.&nbsp; The reason I moved "Armor, Shield, Natural" to the bonus, rather than the bonus type, is because to implement both "Armor to AC" and "Enhancement to Armor" it would need the "Armor" in both dropdowns, which i thought was more confusing, and especially confusing to the code to try to figure out what the user meant (and finding the right bonus to stack with would have added a lot more complexity for just those 3 bonus types). So now, you just pick "Armor" as the bonus, and it will only allow "Enhancement" , any other choice will be treated as "Armor to AC". The same rule applies to Shield and Natural Armor. There is &nbsp;a bug that double counts them but it is already fixed in beta. I attempt to explain this in the wiki (we actually updated it this time): <a href="https://wiki.roll20.net/Pathfinder_Character_Sheet" rel="nofollow">https://wiki.roll20.net/Pathfinder_Character_Sheet</a>...
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Edited 1501760993
Mike W.
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Thanks Chris. I am still rather new to Pathfinder, and the rules are written so poorly, I am never sure what applies to what. I was unaware that the CMD would be affected by that. Thanks again for the great work and the suffering noobs like me must put you though.
Hey, as a heads up, All Saves buff doesn't add into the saves. (Just found that out in the middle of a game, all players suffering it)
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Courtney R. said: Hey, as a heads up, All Saves buff doesn't add into the saves. (Just found that out in the middle of a game, all players suffering it) Thanks Courtney. &nbsp;I believe this is currently fixed in beta and will be released with next update.
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I put a "known issues" at the top of the wiki page. currently all the known issues are fixed in beta and will be in 1.66 next week <a href="https://wiki.roll20.net/Pathfinder_Character_Sheet" rel="nofollow">https://wiki.roll20.net/Pathfinder_Character_Sheet</a>...
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Also for /em if it appears broken, turn on "show roll templates for customization" and go to the row and make sure the /em statement is still there. One thing may be it was moved to the end and thus doesn't show up in the roll (since there is no return character to start a new entry in chat) but is not 'missing'. If that is the case, you can move it to the beginning of the macro, make sure to hit Enter after it to start a new line before the template. This should then work. This might have been a side effect of the ammo counter, since we have to manipulate and move the portions of the macro around, it might have moved the /em to the end. If that's the case, we can maybe make a button that looks for /em and moves it to the beginning of any roll and put a return after it before the template starts, (or, as someone suggested, just have an em field)
I hopped into one of my campaigns, needing to set up an NPC for a session in my campaign. Saw the update, thought it was cool. Definitely appreciate the speed. I went to the ordinary macros and put in a saved template macro I had to prepare its attacks (I don't use the sheet's own attack buttons, because I need them to show as token actions for convenience). But I suddenly found myself receiving error messages, as the character sheets seem to no longer be utilizing the @{DMG-mod} field. This is a very significant issue, since I use this field for quite a lot of my PCs and NPCs (I use it for Power Attack so I can turn it on/off, for instance), and I don't even know what I can use as a replacement, because it has me stuck combing through the sheet trying to figure out where it's storing damage values, so I can fix what is looking like two dozen NPCs in time for tomorrow's session. Is there anything that can be done to fix this? Is its absence a bug? This seems more like removing features from the character sheet rather than adding them (as the removal of control over equipped armor/shield from the Defenses tab caused).
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chris b.
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We can add it back for this week. i think this was an accident, I meant to hide it. We wanted to get rid of it because it was confusing people and not always accurate. It was not actually used anywhere in the sheet. but we can add them as hidden so macros don't break. here are the calculations: melee: @{buff_DMG-total}+@{buff_dmg_melee-total} -@{condition-Sickened} ranged: @{buff_DMG-total}+@{buff_DMG_ranged-total}-@{condition-Sickened}
Hi,weapon damage dice changes seem to be wrong. When a medium weapon enlarges to a large weapon, the weapon damage dice 1d8 should be increases to 2d6, not 1d10. This bug seems to appear in version v1.65? &nbsp; The previous version did not appear this bug.
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it looks like the size fixes from 1.5x were reversed in 1.65. &nbsp;I added the old size function back and it works. I will fix it for 1.66 next week. Sorry for the inconvenience.&nbsp;
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Sheet Author
Isn't it correct? "If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step." <a href="http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic" rel="nofollow">http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic</a>... update: " decrease ..." nevermind.
In creating a buff for a new pc with a class feature that is mechanically identical to the duelist's uncanny defense ability, I used the AC Bonus category, followed by specifying it as a dodge bonus. &nbsp;Checking the Defense section, it is included in the final calculation grey boxes under Total for AC and Total for CMD but not showing up in the grey boxes under Buff for AC and Buff for CMD. On the other hand, it is showing up both in the final calculation grey boxes under Total for Flat-footed AC and Total for Flat-footed CMD; likewise, it is showing up in the grey boxes under Buff for Flat-footed and Buff for Flat-footed CMD. &nbsp;It should not be showing or included in those calculations since it is a dodge bonus and you lose any dodge bonus when you are flat-footed. I might have screwed up somewhere though. CB
1502063146

Edited 1502063197
vÍnce
Pro
Sheet Author
Total for AC and Total for CMD but not showing up in the grey boxes under Buff for AC and Buff for CMD. I think this is fixed in the next update. On the other hand, it is showing up both in the final calculation grey boxes under Total for Flat-footed AC and Total for Flat-footed CMD; likewise, it is showing up in the grey boxes under Buff for Flat-footed and Buff for Flat-footed CMD. It should not be showing or included in those calculations since it is a dodge bonus and you lose any dodge bonus when you are flat-footed. As a workaround, I think you can add another buff for flat-footed subtracting the same amount. ie " -({@{INT-mod},1}kl1)*@{class-0-level} "
1502068683
chris b.
Pro
Sheet Author
API Scripter
Thanks. This is fixed for the next build
1502071047

Edited 1502209513
chris b.
Pro
Sheet Author
API Scripter
v1.66 submitted Should appear Tues or Wednesday. Fixes the following issues: (these are all in beta now) 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 numbers (customa1-customa12). Until version 1.66 please Use this workaround 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. Workaround until 1.66: toggle a spell option checkbox and all rolls will work. Ability changes are not auto-calculating Skills and possibly other sections of the sheet. Try toggling an ability selector to another and back to force a recalc of the section. Size adjustment to damage reverted back to pre 1.58 error crossing small-med/1d6-1d8 barrier Dodge buff adding to FF AC even if does not have uncanny dodge. Skill ability dropdowns not set when upgraded to 165 Occult burn not recalculating when hit recalc Must hit recalc after creating attack from equipment entry