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Official Starfinder Character Sheet 1.0

1535318197
hello, my first time posting on the forums and i'm a little new to this. i'm trying to add mystic strike to one of my players character sheets at roll time. But i'm having trouble coming up with the syntax. I just want to add the text " magic vs DR" or something short and simple to all this character's weapon's damage types. I was trying to do +attack:type magic but i'm sure that's completely wrong.  thank you for any help 
1535319034
Hey again, Seems like the Skill point and HP/SP calculations have been thrown for a loop in the latest update. I'm getting wildly increased numbers now whenever level changes. Changing the number in Class HP/SP/Skill fixes it, but the issue occurs every time the level changes and I have to change the class HP/SP/Skill values in order to have it reflect the correct values.
Magnolia B. said: hello, my first time posting on the forums and i'm a little new to this. i'm trying to add mystic strike to one of my players character sheets at roll time. But i'm having trouble coming up with the syntax. I just want to add the text " magic vs DR" or something short and simple to all this character's weapon's damage types. I was trying to do +attack:type magic but i'm sure that's completely wrong.  thank you for any help  I think the simplest way to do this would be to manually put /Magic on each attack's damage type, (eg. Bludgeoning/Magic)
1535321589
Nick said: Magnolia B. said: hello, my first time posting on the forums and i'm a little new to this. i'm trying to add mystic strike to one of my players character sheets at roll time. But i'm having trouble coming up with the syntax. I just want to add the text " magic vs DR" or something short and simple to all this character's weapon's damage types. I was trying to do +attack:type magic but i'm sure that's completely wrong.  thank you for any help  I think the simplest way to do this would be to manually put /Magic on each attack's damage type, (eg. Bludgeoning/Magic) oh yeah i guess that's true, i was hoping i could somehow concatenate the type field. oh well, thank you for the reply
1535328710
CC
Plus
Sol said: Hey again, Seems like the Skill point and HP/SP calculations have been thrown for a loop in the latest update. I'm getting wildly increased numbers now whenever level changes. Changing the number in Class HP/SP/Skill fixes it, but the issue occurs every time the level changes and I have to change the class HP/SP/Skill values in order to have it reflect the correct values. I have also encountered this problem.  I'm glad you found a temp work around, we were rattling our brains.
1535356536

Edited 1535357002
One new bug that's just cropped up on me, all NPC attacks now have an additional +damage modifier from something that I can't figure out. I have modifications due to stats turned off (because before they were giving me OPPOSITE values of what I needed, like +3 strength was resulting in  a -3 to hit), so I can't figure out where this is coming from. They were working fine before. But like, a robot I have, its slam attack is supposed to do 1d8 +5 damage. For whatever reason, it's now adding an additional 4, so it's doing 1d8 +9. The unwanted +4 isn't added until I mess with their attacks. Additionally, if you add any damage modifications from abilities to their attacks, it calculates it as [ABILITY] + [BUFF-BUFF] + [SPEC], so like if it's a melee attack that does 1d6 with +3 str, it runs it as [1d6] + (3-3) + [SPEC]  (and spec is the thing that's being added that you can't take off.) This is affecting all existing NPC sheets I had before. It's almost like it's adding in 'specialization' when it shouldn't.
Zedrin said: One new bug that's just cropped up on me, all NPC attacks now have an additional +damage modifier from something that I can't figure out. I have modifications due to stats turned off (because before they were giving me OPPOSITE values of what I needed, like +3 strength was resulting in  a -3 to hit), so I can't figure out where this is coming from. They were working fine before. But like, a robot I have, its slam attack is supposed to do 1d8 +5 damage. For whatever reason, it's now adding an additional 4, so it's doing 1d8 +9. The unwanted +4 isn't added until I mess with their attacks. Additionally, if you add any damage modifications from abilities to their attacks, it calculates it as [ABILITY] + [BUFF-BUFF] + [SPEC], so like if it's a melee attack that does 1d6 with +3 str, it runs it as [1d6] + (3-3) + [SPEC]  (and spec is the thing that's being added that you can't take off.) This is affecting all existing NPC sheets I had before. It's almost like it's adding in 'specialization' when it shouldn't. I've encountered this bug too, it's definitely adding specialisation, though I can't entirely figure out where the level number is coming from. I discovered that if you change the sheet to a player sheet and enable and disable specialisation in the attack it calculates the damage properly when you turn it back to an NPC sheet. As a side effect, the attack roll is displayed on the sheet as +0, though it rolls correctly. In addition, saving throws and skills are still adding the ability modifier in addition to the bonus entered on the sheet. It looks like existing sheets work correctly by subtracting the ability modifier from the number of ranks, but changing the skills or ability modifiers makes that stop working. Changing the skill ranks on the player section of the sheet has weird effects as well.
1535390977

Edited 1535391033
Ran into another problem. One of my players (but only one) can't get any of their attacks or abilities to work, period. Console keeps throwing a specific error: SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} app.js?1534866480:357 Uncaught SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} Been trying various things but nothing I've tried has fixed it. Other rolls and equipment seem to work fine, it's just attacks and abilities that won't work. Full Log (sorry for the wall of text, not sure if there's a way to make this collapsible?): SUBBING ABILITY REPEATING STUFF app.js?1534866480:358 Finished after going 3 levels deep. app.js?1534866480:358 3 app.js?1534866480:358 3 app.js?1534866480:358 Begin processing op! app.js?1534866480:358 Levels deep: 2 app.js?1534866480:358 Finished 0 app.js?1534866480:358 Levels deep: 2 app.js?1534866480:358 Substituting for 0 app.js?1534866480:358 Levels deep: 0 app.js?1534866480:358 Levels deep: 0 app.js?1534866480:358 Levels deep: 1 app.js?1534866480:358 Finished 2 app.js?1534866480:358 Levels deep: 0 app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:357 SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} app.js?1534866480:357 Uncaught SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} fallbackErrorHandler @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 S @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 k.each.k.forEach @ base.js?1530633549:6 E @ app.js?1534866480:358 R @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ base.js?1530633549:6 setTimeout (async) k.delay @ base.js?1530633549:6 k.defer @ base.js?1530633549:6 (anonymous) @ app.js?1534866480:358 R @ app.js?1534866480:358 Submit @ app.js?1534866480:358 props.click @ jquery-ui.1.9.0.custom.min.js?1530038378:8646 dispatch @ jquery-1.9.1.js:3074 elemData.handle @ jquery-1.9.1.js:2750 app.js?1534866480:358 Finished 3 app.js?1534866480:358 Levels deep: 1 app.js?1534866480:358 Substituting for 3 app.js?1534866480:358 Levels deep: 0 app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:357 SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} app.js?1534866480:357 Uncaught SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} fallbackErrorHandler @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 S @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 k.each.k.forEach @ base.js?1530633549:6 E @ app.js?1534866480:358 R @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ base.js?1530633549:6 setTimeout (async) k.delay @ base.js?1530633549:6 k.defer @ base.js?1530633549:6 (anonymous) @ app.js?1534866480:358 R @ app.js?1534866480:358 Submit @ app.js?1534866480:358 props.click @ jquery-ui.1.9.0.custom.min.js?1530038378:8646 dispatch @ jquery-1.9.1.js:3074 elemData.handle @ jquery-1.9.1.js:2750 app.js?1534866480:358 Finished 1 app.js?1534866480:358 Levels deep: 0 2app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:358 Levels deep: 1 app.js?1534866480:358 Finished 5 app.js?1534866480:358 Levels deep: 0 3app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:357 SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} app.js?1534866480:357 Uncaught SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} fallbackErrorHandler @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 success @ app.js?1534866480:358 fire @ jquery-1.9.1.js:1037 fireWith @ jquery-1.9.1.js:1148 done @ jquery-1.9.1.js:8074 callback @ jquery-1.9.1.js:8598 XMLHttpRequest.send (async) send @ jquery-1.9.1.js:8526 ajax @ jquery-1.9.1.js:7978 _posthookrollrequest @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:357 setTimeout (async) _doRemoteRollRequest @ app.js?1534866480:357 flushRemoteQueue @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 S @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 k.each.k.forEach @ base.js?1530633549:6 E @ app.js?1534866480:358 R @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ base.js?1530633549:6 setTimeout (async) k.delay @ base.js?1530633549:6 k.defer @ base.js?1530633549:6 (anonymous) @ app.js?1534866480:358 R @ app.js?1534866480:358 Submit @ app.js?1534866480:358 props.click @ jquery-ui.1.9.0.custom.min.js?1530038378:8646 dispatch @ jquery-1.9.1.js:3074 elemData.handle @ jquery-1.9.1.js:2750 app.js?1534866480:358 Finished 7 app.js?1534866480:358 Levels deep: 1 app.js?1534866480:358 Substituting for 7 2app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:358 Levels deep: 0 3app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:357 SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} app.js?1534866480:357 Uncaught SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} fallbackErrorHandler @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 success @ app.js?1534866480:358 fire @ jquery-1.9.1.js:1037 fireWith @ jquery-1.9.1.js:1148 done @ jquery-1.9.1.js:8074 callback @ jquery-1.9.1.js:8598 XMLHttpRequest.send (async) send @ jquery-1.9.1.js:8526 ajax @ jquery-1.9.1.js:7978 _posthookrollrequest @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:357 setTimeout (async) _doRemoteRollRequest @ app.js?1534866480:357 flushRemoteQueue @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 S @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 k.each.k.forEach @ base.js?1530633549:6 E @ app.js?1534866480:358 R @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ base.js?1530633549:6 setTimeout (async) k.delay @ base.js?1530633549:6 k.defer @ base.js?1530633549:6 (anonymous) @ app.js?1534866480:358 R @ app.js?1534866480:358 Submit @ app.js?1534866480:358 props.click @ jquery-ui.1.9.0.custom.min.js?1530038378:8646 dispatch @ jquery-1.9.1.js:3074 elemData.handle @ jquery-1.9.1.js:2750 app.js?1534866480:363 remote Roll! app.js?1534866480:358 Finished 9 app.js?1534866480:358 Levels deep: 0 4app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:358 Levels deep: 0 4app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:357 SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} app.js?1534866480:357 Uncaught SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} fallbackErrorHandler @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 success @ app.js?1534866480:358 fire @ jquery-1.9.1.js:1037 fireWith @ jquery-1.9.1.js:1148 done @ jquery-1.9.1.js:8074 callback @ jquery-1.9.1.js:8598 XMLHttpRequest.send (async) send @ jquery-1.9.1.js:8526 ajax @ jquery-1.9.1.js:7978 _posthookrollrequest @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:357 setTimeout (async) _doRemoteRollRequest @ app.js?1534866480:357 r @ base.js?1530633549:6 setTimeout (async) (anonymous) @ base.js?1530633549:6 performRemoteRoll @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 success @ app.js?1534866480:358 fire @ jquery-1.9.1.js:1037 fireWith @ jquery-1.9.1.js:1148 done @ jquery-1.9.1.js:8074 callback @ jquery-1.9.1.js:8598 XMLHttpRequest.send (async) send @ jquery-1.9.1.js:8526 ajax @ jquery-1.9.1.js:7978 _posthookrollrequest @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:357 setTimeout (async) _doRemoteRollRequest @ app.js?1534866480:357 flushRemoteQueue @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 S @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 k.each.k.forEach @ base.js?1530633549:6 E @ app.js?1534866480:358 R @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ base.js?1530633549:6 setTimeout (async) k.delay @ base.js?1530633549:6 k.defer @ base.js?1530633549:6 (anonymous) @ app.js?1534866480:358 R @ app.js?1534866480:358 Submit @ app.js?1534866480:358 props.click @ jquery-ui.1.9.0.custom.min.js?1530038378:8646 dispatch @ jquery-1.9.1.js:3074 elemData.handle @ jquery-1.9.1.js:2750 app.js?1534866480:363 remote Roll! app.js?1534866480:358 Finished 11 app.js?1534866480:358 Levels deep: 0 5app.js?1534866480:358 There's a nested inline roll in here. Ignore for now app.js?1534866480:357 SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} app.js?1534866480:357 Uncaught SyntaxError {name: "SyntaxError", expected: Array(13), found: "s", message: "Expected "(", ".", "[", "abs(", "ceil(", "d", "flo… "t", "{", [ |\t], [+|\-] or [0-9] but "s" found.", offset: 0, …} fallbackErrorHandler @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 success @ app.js?1534866480:358 fire @ jquery-1.9.1.js:1037 fireWith @ jquery-1.9.1.js:1148 done @ jquery-1.9.1.js:8074 callback @ jquery-1.9.1.js:8598 XMLHttpRequest.send (async) send @ jquery-1.9.1.js:8526 ajax @ jquery-1.9.1.js:7978 _posthookrollrequest @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:357 setTimeout (async) _doRemoteRollRequest @ app.js?1534866480:357 r @ base.js?1530633549:6 setTimeout (async) (anonymous) @ base.js?1530633549:6 performRemoteRoll @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 success @ app.js?1534866480:358 fire @ jquery-1.9.1.js:1037 fireWith @ jquery-1.9.1.js:1148 done @ jquery-1.9.1.js:8074 callback @ jquery-1.9.1.js:8598 XMLHttpRequest.send (async) send @ jquery-1.9.1.js:8526 ajax @ jquery-1.9.1.js:7978 _posthookrollrequest @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:357 setTimeout (async) _doRemoteRollRequest @ app.js?1534866480:357 r @ base.js?1530633549:6 setTimeout (async) (anonymous) @ base.js?1530633549:6 performRemoteRoll @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 success @ app.js?1534866480:358 fire @ jquery-1.9.1.js:1037 fireWith @ jquery-1.9.1.js:1148 done @ jquery-1.9.1.js:8074 callback @ jquery-1.9.1.js:8598 XMLHttpRequest.send (async) send @ jquery-1.9.1.js:8526 ajax @ jquery-1.9.1.js:7978 _posthookrollrequest @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:357 setTimeout (async) _doRemoteRollRequest @ app.js?1534866480:357 flushRemoteQueue @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 a @ app.js?1534866480:358 c @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 setTimeout (async) (anonymous) @ app.js?1534866480:358 TaskCompletionCallback.taskComplete @ app.js?1534866480:357 (anonymous) @ app.js?1534866480:358 initiateRolls @ app.js?1534866480:357 process @ app.js?1534866480:358 s @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 a @ app.js?1534866480:358 S @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 k.each.k.forEach @ base.js?1530633549:6 E @ app.js?1534866480:358 R @ app.js?1534866480:358 (anonymous) @ app.js?1534866480:358 (anonymous) @ base.js?1530633549:6 setTimeout (async) k.delay @ base.js?1530633549:6 k.defer @ base.js?1530633549:6 (anonymous) @ app.js?1534866480:358 R @ app.js?1534866480:358 Submit @ app.js?1534866480:358 props.click @ jquery-ui.1.9.0.custom.min.js?1530038378:8646 dispatch @ jquery-1.9.1.js:3074 elemData.handle @ jquery-1.9.1.js:2750 app.js?1534866480:363 remote Roll!
1535391343

Edited 1535391572
Sol, can you post a screencap of what the affected attacks/abilities look like? Edit, also can you try rolling the attack/ability and then hitting the up arrow while the cursor is in the chat text entry and copy what comes up there? EDIT the second: And one other thing to try; try sending just the misc and damage_misc attributes of one of the attacks to chat: _misc: @{repeating_attack_ID_misc} damage_misc: @{repeating_attack_ID_damage_misc} you can get the ID from the attack entry on the sheet, or just use $X to refer to the first - last repeating row (index starts at 0).
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Up Arrow:  @{Mary Paulson|whisper_state}&{template:sf_attack}{{name=@{Mary Paulson|character_name}}} {{characterid=@{Mary Paulson|character_id}}} {{title=Mary's Longsword}} {{leftbanner=^{level} [[[[2]]d1cs>2cf>2]]}} {{fullattack=[[?{Full Attack|No,0|Yes,1}*(2)]]}} {{r1name=Mary's Longsword}} {{r1=[[1d20+5[BAB]+@{Mary Paulson|strength_mod}[ABILITY]+0[PROF]+[[?{Full Attack|No,0|Yes,1}*(-4)]][FULL ATTACK]2]]}} {{damage1type=S or E}} {{damage1=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit1damage=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit1effect=}} {{r2name=Mary's Longsword}} {{r2=[[1d20+5[BAB]+@{Mary Paulson|strength_mod}[ABILITY]+0[PROF]+[[-4]][FULL ATTACK]2]]}} {{damage2type=S or E}} {{damage2=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit2damage=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit2effect=}} {{r3name=Mary's Longsword}} {{r3=[[1d20+5[BAB]+@{Mary Paulson|strength_mod}[ABILITY]+0[PROF]+-4[FULL ATTACK]2]]}} {{damage3type=S or E}} {{damage3=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit3damage=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit3effect=}} {{r4name=Mary's Longsword}} {{r4=[[1d20+5[BAB]+@{Mary Paulson|strength_mod}[ABILITY]+0[PROF]+-4[FULL ATTACK]2]]}} {{damage4type=S or E}} {{damage4=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit4damage=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit4effect=}} {{r5name=Mary's Longsword}} {{r5=[[1d20+5[BAB]+@{Mary Paulson|strength_mod}[ABILITY]+0[PROF]+-4[FULL ATTACK]2]]}} {{damage5type=S or E}} {{damage5=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit5damage=[[2d8+2+@{Mary Paulson|strength_mod}[ABILITY]+5[SPEC]+[[strength/2]][untyped]]]}} {{crit5effect=}} {{range=5ft}} {{ammo_type=Charge}} {{curr_ammo=10}} {{rightbanner=analog, powered}} {{notes=Can switch between S / E  Nonlethal E with a move action}}  _misc: @{Mary Paulson|repeating_attack_-l9xftzbhvnegv8u6tw0_misc} Throws nothing, just shows _misc: damage_misc: @{Mary Paulson|repeating_attack_-l9xftzbhvnegv8u6tw0_damage_misc} Throws the error.
1535392498

Edited 1535392564
Thanks Sol, It looks like she has a mod entered in incorrectly: She's got an untyped damage bonus from some buff of: +[[strength/2]][untyped] I'm guessing her mod line for this ability/buff/item reads something like: +strength/2 to damage It should read: +floor(@{strength}/2) to damage the @{strength} part is what will fix the rolls not happening, the floor will prevent the damage rolls from being X.5. As a note, I'm not sure what class feature grants a global + 1/2 strength to all damage.
1535392584

Edited 1535392910
That worked, thanks!&nbsp; The ability did read "+(Strength/2) to damage", changing it to "+floor(@{strength_mod}/2) to damage" resolved it. The class feature in question is the Melee Striker gear boost from Soldier: <a href="http://www.starjammersrd.com/classes/Soldier/#Melee_Striker_Ex" rel="nofollow">http://www.starjammersrd.com/classes/Soldier/#Melee_Striker_Ex</a> Melee Striker (Ex) Add an additional bonus equal to half your&nbsp; Strength &nbsp;bonus to damage rolls with melee weapons. Thanks for the quick response!
1535392902
Happy to help. As a note, you could handle the melee part of that with the following mod line: +floor(@{strength}/2) to damage|engagement_range:melee Won't do anything to abilities/spells if the character has abilities/spells that would be affected (something that I'm working on), but other than that, will handle it nicely.
1535395583
Scott C. said: Happy to help. As a note, you could handle the melee part of that with the following mod line: +floor(@{strength}/2) to damage|engagement_range:melee Won't do anything to abilities/spells if the character has abilities/spells that would be affected (something that I'm working on), but other than that, will handle it nicely. Works great, thanks! Final mod ended up being: +floor(@{strength_mod}/2) Melee Striker to damage|engagement_range:melee
1535409082
Owl
Pro
By any chance are there any plans on adding the compendium selector for the inventory in the future too, similar to the old one?
1535421213
Hi I am creating my first character sheet in the new Starfinder Official sheet.&nbsp; &nbsp;Having some issues: 1.&nbsp; After adding a buff, I have to go and change the value of the buffed skill or ability before it recognizes any buff.&nbsp; For example, I put in the ability scores, and then I created a racial buff mod for Ysoki.&nbsp; It was clicked on and activated and nothing worked.&nbsp; So I had to go to STR and change that from the current value to something else and then the buff applied. 2.&nbsp; Also the Stamina Points, Hit Points and Resolve Points are not calculating properly.&nbsp; My Ysoki Mechanic should have 8 hp but it is saying 10 and I have 0s for both stamina and resolve.
1535421434
Adam K. said: Hi I am creating my first character sheet in the new Starfinder Official sheet.&nbsp; &nbsp;Having some issues: 1.&nbsp; After adding a buff, I have to go and change the value of the buffed skill or ability before it recognizes any buff.&nbsp; For example, I put in the ability scores, and then I created a racial buff mod for Ysoki.&nbsp; It was clicked on and activated and nothing worked.&nbsp; So I had to go to STR and change that from the current value to something else and then the buff applied. 2.&nbsp; Also the Stamina Points, Hit Points and Resolve Points are not calculating properly.&nbsp; My Ysoki Mechanic should have 8 hp but it is saying 10 and I have 0s for both stamina and resolve. I think I fixed the SP HP and RP issue.&nbsp; I had the sheet checked as a drone. My fault. However, clicking on or off the mods seem to have no effect still.&nbsp; Unless I change the core value.
Going to throw my hat into the ring as "AC is having issues".&nbsp; I eventually figured out a work-around. Problem: For armor, I can put "+X Armor to EAC/KAC" to my black little heart's content, and the AC values won't update.&nbsp; Tried clicking into other boxes, toggling "proficient" on and off, adding various conditions.&nbsp; The AC values just wont' update. Work-Around: I create a buff that simply says "+1 armor to AC".&nbsp; By toggling the buff on and off, it will update based on the equipment.
John A. said: Going to throw my hat into the ring as "AC is having issues".&nbsp; I eventually figured out a work-around. Problem: For armor, I can put "+X Armor to EAC/KAC" to my black little heart's content, and the AC values won't update.&nbsp; Tried clicking into other boxes, toggling "proficient" on and off, adding various conditions.&nbsp; The AC values just wont' update. Work-Around: I create a buff that simply says "+1 armor to AC".&nbsp; By toggling the buff on and off, it will update based on the equipment. You can also just toggle the Flat-Footed condition in the Conditions menu :)
1535475387
DarkDeer
Forum Champion
Marketplace Creator
Compendium Curator
New Sheet Update! Starfinder Official V 1.0 Build Date 1535547600 Bug Fixes NPC abilities wouldn't roll if damage dice was empty Accessibility fixes for the show options checkboxes Issues with getting values to update heavy weapon specific mods weren't working Calculation of sp, hp, skill points no longer continually increase even when level decreases Ac buffs were not causing a recalculation in some cases.
Hi Scott My team is having issues adding new items. The Attack Roll is not adding the BAB automatically. I think it is related to the Class Level Bug that was causing issues with spells. A new item does not have a BAB added automatically (it is stuck at 0) but when you change the level and change it back it does update.
Something I noticed on the NPC sheets is the Initiative bonus shows 0 no matter what you type in but will roll the number you typed in. But as soon as you put in your dex mod below that overwrites it. So if an enemy has a different bonus to initiative than their dex bonus the initiative slot is useless and I have to put in a separate buff or penalty to cover the distance.
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Dekan W. said: Hi Scott My team is having issues adding new items. The Attack Roll is not adding the BAB automatically. I think it is related to the Class Level Bug that was causing issues with spells. A new item does not have a BAB added automatically (it is stuck at 0) but when you change the level and change it back it does update. Thanks Dekan, I meant to fix that when I fixed the class level bug. Jamie H. said: Something I noticed on the NPC sheets is the Initiative bonus shows 0 no matter what you type in but will roll the number you typed in. But as soon as you put in your dex mod below that overwrites it. So if an enemy has a different bonus to initiative than their dex bonus the initiative slot is useless and I have to put in a separate buff or penalty to cover the distance. Thanks Jamie, that is definitely not behaving as expected.
1535601829
The ability to import stat blocks and search for specific equipment in the experimental HUD were some of the best features of the HUD. Any status updates on when those features might be available? I'm willing to help contribute to this project if need be.
Deiko said: Jeff H. said: Scott C. said: Jeff, Simply type operative in as one of the weapon's special properties. The sheet should pick it up. I'll have to address the trick attack question when I'm not on mobile as it's a little more in depth. Awesome, thanks! Edit: Was about to post that I was having issues with skill points/SP/HP all calculating WAY over what they should be. But it appears to only happen when using characters that I brought over that were using the simple sheet I used previously. Not really a bug then, more just a matter of needing to recreate the characters fresh. Try this for your trick attack. Add as an ability - 'Trick attack', Constant. Expand Attack, but leave blank. Expand and copy in Scott's damage code. update this code's various skills and repeating weapon ID's as appropriate and paste into Attacher: @{selected|whisper_state}&amp;{template:sf_attack}{{name=@{selected|character_name}}} {{characterid=@{selected|character_id}}} {{title=Trick Attack}} {{r1name=Success if CR&lt;}} {{r1=[[?{Skill|Bluff, d20+@{selected|bluff}-20]]|Intmiidate,d20+@{selected|intimidate}-20]]|Stealth,d20+@{selected|Stealth} -20]]|Sense motive,d20+@{selected|sense motive}-20]]}}} {{rightbanner= Operative talent}} {{notes=target is flat-footed if successful}} {{buttons0=[Attack with @{selected|repeating_attack_-lcftmdo2jgwhmzecyd9_name}](~selected|repeating_attack_-lcftmdo2jgwhmzecyd9_roll)}} {{buttons1=[Attack with @{selected|repeating_attack_-lcfvfqymxahcxrdalhh_name}](~selected|repeating_attack_-lcfvfqymxahcxrdalhh_roll)}} Also, if you get an additional skill adjustment (such as Ghost with Stealth) just change the -20 listed with that skill. I'm pretty new at this but can you tell me how I point the repeating weapon ID's correctly? I have an attack set up correctly but I'm not quite sure how I update this part " {{buttons1=[Attack with @{selected|repeating_attack_-lcfvfqymxahcxrdalhh_name}](~selected|repeating_attack_-lcfvfqymxahcxrdalhh_roll)}}"
1535641652
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
You can get the row id (the&nbsp; -lcfvfqymxahcxrdalhh &nbsp;in your example from the repeating item you want to point to. It'll be some greyed out text at the very bottom of the item's section.
1535646403

Edited 1535646900
On one of my Starship sheets, the party renamed the ship, so I changed the name in the edit of the Character Sheet for the ship.&nbsp; It changed the name in the name field, but did not update it in various linked attributes&nbsp; macros like engineer_bonus, pilot_bonus, captain_bonus, etc.&nbsp; &nbsp; So that meant that rolling those actions from the Starship sheet only resulted in an error message.&nbsp; &nbsp;&nbsp; However, deleting the current pilot, captain, etc names and re-entering them updated the linked macros to the new ship name, so now they work.&nbsp;&nbsp; Also some of my players renamed their characters, (to give them honorifics) which also necessitated deleting and re-entering the new character name into their Starship role.&nbsp; Not a bug in any way, just something to note.&nbsp; Edit:&nbsp; names including commas don't work well when entered on the Starship sheet. So I told my players to use Underscore to replace Comma in their character names.&nbsp;&nbsp; Also on the Starship sheet, what would be the best way to add a roll query to ask about broadside actions in weapon arcs with multiple weapons available?&nbsp;
1535667244

Edited 1535669082
Is anyone else still having some issues with buff and ability mods not updating the relevant thing? I've been away for a week, and just came back to work on an android character. When adding a +2 racial to saves for Constructed, it still seems to not update until I change that save's linked ability score. (Apologies if I missed this in the thread, still getting caught up.) Edit: The issue seems to be limited to just saves, so far.
1535667441
Scott, I don't see a way to edit the conditions. Any suggestions on how to modify the Off-Kilter condition for Ysoki as they are not considered flat footed (which auto selects) nor take the attack penalty? I tried this but it didn't work. also various combinations with conditions and off-kilter +2 racial to Attack|condition:off_kilter
1535731128
For the Ysoki in my campaign, we just ignore the condition button&nbsp; and created an ability with the (modified) text of the Off kilter condition for him, since there are no real game mechanics to track beyond taking an action to steady yourself before being able to move again.&nbsp; The Ability is set up as an at will so he can click it on and off, and print it to chat to remind himself how to end the condition.&nbsp;&nbsp; Scott, is there a way to modify the order that the abilities display in when you use the Menu button %{abilities} to print the clickable list to chat?&nbsp; I have quite a few entered in, but many of them are static, and as it stands now, I usually have to scroll to get to some of the active ones.&nbsp; &nbsp; I guess I could just consolidate some of the static mods into a fewer number of abilities to let them all show up without scrolling.&nbsp; Regardless, is there a way to re-organize which order the abilities show up in, when called from the Menu tab?&nbsp; I'm not looking for a deep coding way, just if there is something on the front end that I am unaware of.&nbsp;&nbsp;
1535733852
I can't believe I only just now found/ read through the Starfinder HUD forum thread!&nbsp; I learned a lot just reading through those development posts.&nbsp; Sorry for all the duplicate questions I have asked.&nbsp;&nbsp; <a href="https://app.roll20.net/forum/post/6056886/sf-starfinder-hud-thread-1/?pageforid=6643516#post-6643516" rel="nofollow">https://app.roll20.net/forum/post/6056886/sf-starfinder-hud-thread-1/?pageforid=6643516#post-6643516</a> Thank you so much for all your hard work and patience on this, Scott.&nbsp;&nbsp;
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Edited 1535773632
Luke H. said: On one of my Starship sheets, the party renamed the ship, so I changed the name in the edit of the Character Sheet for the ship.&nbsp; It changed the name in the name field, but did not update it in various linked attributes&nbsp; macros like engineer_bonus, pilot_bonus, captain_bonus, etc.&nbsp; &nbsp; So that meant that rolling those actions from the Starship sheet only resulted in an error message.&nbsp; &nbsp;&nbsp; However, deleting the current pilot, captain, etc names and re-entering them updated the linked macros to the new ship name, so now they work.&nbsp;&nbsp; Also some of my players renamed their characters, (to give them honorifics) which also necessitated deleting and re-entering the new character name into their Starship role.&nbsp; Not a bug in any way, just something to note.&nbsp; Edit:&nbsp; names including commas don't work well when entered on the Starship sheet. So I told my players to use Underscore to replace Comma in their character names.&nbsp;&nbsp; Also on the Starship sheet, what would be the best way to add a roll query to ask about broadside actions in weapon arcs with multiple weapons available?&nbsp; Thanks Luke, The api command buttons need to be changed to be dynamic so that they aren't dependent on the starship's stats being static. Unfortunately, there isn't really a way to automatically update the crew names when they change on their sheets. Jeff H. said: Is anyone else still having some issues with buff and ability mods not updating the relevant thing? I've been away for a week, and just came back to work on an android character. When adding a +2 racial to saves for Constructed, it still seems to not update until I change that save's linked ability score. (Apologies if I missed this in the thread, still getting caught up.) Edit: The issue seems to be limited to just saves, so far. Thanks Jeff, I'll add that to my list of bugs. Deiko said: Scott, I don't see a way to edit the conditions. Any suggestions on how to modify the Off-Kilter condition for Ysoki as they are not considered flat footed (which auto selects) nor take the attack penalty? I tried this but it didn't work. also various combinations with conditions and off-kilter +2 racial to Attack|condition:off_kilter You can uncheck the flat-footed manually. All of the condition checkboxes are binaries (0/1), so for the attack mod since it'd be nice to have the visual cue of the off kilter condition, you can add the following to the mod text of the ysoki's racial ability: +@{off_kilter}*2 to attack I wouldn't recommend doing the same to counteract the flat footed ac debuff as you could become flat footed for other reasons while off kilter. Luke H. said: Scott, is there a way to modify the order that the abilities display in when you use the Menu button %{abilities} to print the clickable list to chat?&nbsp; I have quite a few entered in, but many of them are static, and as it stands now, I usually have to scroll to get to some of the active ones.&nbsp; &nbsp; I guess I could just consolidate some of the static mods into a fewer number of abilities to let them all show up without scrolling.&nbsp; Regardless, is there a way to re-organize which order the abilities show up in, when called from the Menu tab?&nbsp; I'm not looking for a deep coding way, just if there is something on the front end that I am unaware of.&nbsp;&nbsp; This is something that is on my to do list. As for the Starfinder HUD thread, there probably is some good stuff in there for how to handle specific class/race/background abilities, glad you like it. -Scott
1535780583
Simon
Plus
Filling out the Starship sheet. When I was adding the thrusters (S12), I didn't see any way to apply the -1 to Piloting. Any suggestions?
Got some feedback from some of my players that the white background makes the text hard to read. The text is small, plus the bright text (buffs) is hard to read. Are there ways of changing the background/font color or font size that I don't know of? If not are there future plans to change the color/font size?
1535935879
Looking to use this for a starfinder campaign, but the complaint I have gotten the most has been with the output, the black thin text with the white background makes it straining to read. A bolder text or light text on a darker background,&nbsp; would create an output that is easier to read, and while the alternative character sheet has it's faults and we want to use the roll20 one, the point I keep hearing is: "We spend more time looking at output of rolls, and damage that I would rather have a buggy character sheet with good output, than an amazing character sheet with hard to read output."
1535944481
GM Matt
Sheet Author
Poking around in this sheet for the first time &amp; I'm sure someone has asked this already - either with the official sheet or the HUD - but... Is there some way to account for the Human Skilled ability which gives them an additional skill rank at each level so that the header in the skills section correctly reflects the current available number of skill ranks?
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Edited 1535946170
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Hi GM Matt, The Starfinder Official sheet uses a powerful dynamic mod system to handle most modifications to your character beyond those gained from levels in your class. In your armor's item entry on the sheet, there is an expandable area called "mods". This field is present in equipment, abilities, and buffs, and allows you to modify a wide range of attributes from the source of the change instead of having to keep track of something's effects on your character in several places. As an example, to add your armor's eac and kac values, simply type this in to the mods field: +X armor to eac +Y armor to kac The system can handle just about any numerical modification possible in Starfinder. See the&nbsp; sheet's wiki &nbsp;for full details on the mods syntax and examples of what you can do with it, and see the appendices for what attributes can be modded. I hope you enjoy the sheet, - Scott
1536091753
DarkDeer
Forum Champion
Marketplace Creator
Compendium Curator
Starfinder Official V1.00 Build Date:1536066000 Bugs Fixed Starship crew rolls should no longer be dependent on the starship's name remaining static Mods to saves (e.g. +1 to saves) now actually cause the save totals to update
1536160319
Hello, I have been trying to add a mod in a spell focus feat to grant the +1 to spell DC thats calculated when I run the spell macro but I cant seem to figure out the appropriate mod to get it to work. I was able to just add the calculation in the attacher, but i would rather not do this for each spell. I see references to dc and spelldc but nothing works. Am I missing something?
1536161390
Hi Grant, The appropriate mod entry to buff all dc's would be: +1 to dc To limit it to only spell dc's, you just need to tell it to only modify dc's in the spells section: +1 to dc|section:spell Hope that helps. This information and much more can be found in the wiki as well. Scott
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Edited 1536215915
Edit: Sorry for the repost, I just realized that this has been reported a week ago. I have been trying to modify initiative for NPCs on both chrome and firefox, and the change doesn't stick. I have also tried manually modifying initiative from attributes and abilities, it doesn't modify the rolls. It almost seems initiative is hard coded to dex. Is that the case?
Hi, I'm creating a technomancer and I am currently in the process of adding spells. When I added the save effect for one of my 0 level spells, the save dc calculated correctly. When I added a save effect for a level 1 spell, however, this was not the case. It shows the dc as 11, so it is not including my intelligence modifier of 4. Any fix for this?
1536266847
Nick - you did remember to change the save ability to the appropriate stat correct? It defaults to STR.&nbsp;
Great work on the sheet! There might be a new bug with the sheet that I am encountering as seen in the output of the api sand box. "SyntaxError: Unexpected token ..." "SyntaxError: Unexpected token ...\n&nbsp; &nbsp; at eval (&lt;anonymous&gt;)\n&nbsp; &nbsp; at messageHandler (evalmachine.&lt;anonymous&gt;:284:6)\n&nbsp; &nbsp; at process.&lt;anonymous&gt; (/home/node/d20-api-server/node_modules/tiny-worker/lib/worker.js:60:55)\n&nbsp; &nbsp; at emitTwo (events.js:106:13)\n&nbsp; &nbsp; at process.emit (events.js:194:7)\n&nbsp; &nbsp; at process.nextTick (internal/child_process.js:766:12)\n&nbsp; &nbsp; at _combinedTickCallback (internal/process/next_tick.js:73:7)\n&nbsp; &nbsp; at process._tickCallback (internal/process/next_tick.js:104:9)" This error occurs as soon as any script is loaded (if no scripts are loaded it isn't present as the sandbox doesn't have any scripts). I have duplicated this in a brand new game, as soon as script is loaded the same error is produced.&nbsp;
1536340796
Thanks Mark, I saw your post in the API forum. I can also confirm that I am seeing this behavior as well. I'll try to get to the bottom of it.
Deiko said: Nick - you did remember to change the save ability to the appropriate stat correct? It defaults to STR.&nbsp; Yes. I actually just got it to calculate correctly. When I added the save it was already set to intelligence but the DC was showing as 10 for a first level spell. When I set it up to strength it went up to 11 and when I put it back to intelligence it went up to 15. Not sure what's going on here but messing with it got it to work right.
Scott C. said: Thanks Mark, I saw your post in the API forum. I can also confirm that I am seeing this behavior as well. I'll try to get to the bottom of it. No problem just doing my part to help :)&nbsp;
My encumbrance seems to be calculating incorrectly. I have 10 strength and a backpack equipped with the mod "+1 to encumber bulk", yet it is populating as 7 rather than 6. When I remove the backpack item, it goes down to 6 rather than 5.
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Edited 1536587503
I may have found a little bug.&nbsp; I made an NPC character sheet with an ability that does damage.&nbsp; I put the damage roll in to the ability but it does not roll it.&nbsp; If I switch the character sheet to PC, it&nbsp; rolls the damage. If I switch back to NPC, it goes back to not rolling the damage. Here is a screen shot of the ability setup. &nbsp;&nbsp; Here is what it post to the chat when the sheet is set to NPC. This is when the sheet is set to PC
1536611961
&nbsp;I just put it in the Failed save effect -&nbsp; [[5d6]] damage and Garaggakal gains temp HP