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d&d 3.5 character sheet, weapons lists and powercard

Hi community,  i'm setting a new game using Diana's 3.5 character sheet. I don't want to use the templates, but go with powercards instead. Here is the issue :  When accessing a sheet attributes, like @{some_player|weapon1name}, the powercard can't access the attribute, since it does not exists in the "attribute & abilities" tab of the character sheet.  While editing the sheet in the "weapons" tab, (setting the weapon1 attributes, weapon2 attributes and so on), the attribute & abilities tab does not seems to be updated, while other attributes (bab, armor class) are set... Is it possible to have the attributes & abilities panel set when my players are editing their own character sheet ?  kind regards,  L
1585479382

Edited 1585479469
Ziechael
Forum Champion
Sheet Author
API Scripter
You should be able to access all of the attributes using the method you've described. The 3.5e sheet doesn't use repeating fields but hard coded weapon slots with defined attributes (that should also be listed in the attributes list?). Here is a weapon macro using an older version of power cards: !power {{ --format|attack --emote|@{selected|token_name} attacks @{target|token_name} --name|@{selected|weapon1name} --leftsub|@{selected|weapon1type} --rightsub|Crit: x@{selected|weapon1critmult} --Attack:|[[ [$att] 1d20 + @{selected|BAB} +@{selected|weapon1stat} +@{selected|size} +@{selected|weapon1enh} +@{selected|weapon1focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} ]] vs [[ [$tac] 1d0+@{target|armorclass} ]] AC --?? $att.base == 1 ?? !fumble|[[ 1t[misstable] ]] ^^ **Fumble Check:** [[ [$fbl] 1d20 ]] --?? $att.base == 1 AND $fbl.base == 1 ?? !fumbled|[[ 1t[Fumble] ]] --?? $att.base <> 1 AND $att.total < $tac.total ?? !miss|[[ 1t[misstable] ]] --?? $att.total >= $tac.total OR $att.base == 20 ?? !hit|[[ 1t[hittable] ]] ^^ [[1@{selected|weapon1damage} +@{selected|weapon1damagestat} +@{selected|weapon1enh} +@{selected|weapon1specialize} +?{Other Damage Bonus?|0}]] damage! --?? $att.base >= @{selected|weapon1critmin} ?? Critical Threat:| [[ [$crit] 1d20 + @{selected|BAB} +@{selected|weapon1stat} +@{selected|size} +@{selected|weapon1enh} +@{selected|weapon1focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} ]] --?? $att.base >= @{selected|weapon1critmin} AND $crit.total >= $tac.total ?? Critical Hit:|Additional [[ [[(d1*@{selected|weapon1critmult}) -1]]@{selected|weapon1damage} ]] @{selected|weapon1type} damage! }} Note: The damage macro is overwritten with a simple die value dependent on the weapon! That is a simple example, but with power cards you can get super fancy: !power {{ --format|attack --emote|@{selected|token_name} launches a series of attacks on @{target|token_name} with both hands! --name|Dual Wield Attack --leftsub|@{selected|primaryweapondualminus} --rightsub|@{selected|secondaryweapondualminus} --title|[[ [$weap2] ?{DwAx (0), Da (1), HaAx (2)|0} + 0d0} ]] --Primary Weapon|@{selected|weapon1name} --!primary att:|[[ [$att] 1d20 + @{select ed|BAB} +@{selected|weapon1stat} +@{selected|size} +@{selected|weapon1enh} +@{selected|weapon1focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|primaryweapondualminus} ]] vs [[ 0d0+@{target|armorclass} ]] AC --?? $att.base == 1 ?? !fumble|[[ 1t[misstable] ]] ^^ **Fumble Check:** [[ [$fbl] 1d20 ]] --?? $att.base == 1 AND $fbl.base == 1 ?? !fumbled|[[ 1t[Fumble] ]] --?? $att.base <> 1 AND $att.total < [[ 0d0+@{target|armorclass} ]]l ?? !miss|[[ 1t[misstable] ]] --?? $att.total >= [[ 0d0+@{target|armorclass} ]] OR $att.base == 20 ?? !hit|[[ 1t[hittable] ]] ^^ [[1@{selected|weapon1damage} + @{selected|weapon1damagestat} +@{selected|weapon1enh} + @{selected|weapon1specialize} +?{Other Damage Bonus?|0}]] damage! --?? $att.base >= @{selected|weapon1critmin} ?? Critical Threat:| [[ [$crit] 1d20 + @{selected|BAB} +@{selected|weapon1stat} +@{selected|size} +@{selected|weapon1enh} +@{selected|weapon1focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|primaryweapondualminus} ]] --?? $att.base >= @{selected|weapon1critmin} AND $crit.total >= [[ 0d0+@{target|armorclass} ]] ?? Critical Hit:|Additional [[ [[(d1*@{selected|weapon1critmult}) -1]]@{selected|weapon1damage} ]] @{selected|weapon1type} damage! --?? $weap2 == 0 ?? Secondary Weapon:|@{selected|weapon2name} --?? $weap2 == 0 ?? !att1|[[ [$att0] 1d20 + @{selected|BAB} +@{selected|weapon2stat} +@{selected|size} +@{selected|weapon2enh} +@{selected|weapon2focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|secondaryweapondualminus} ]] vs [[@{target|armorclass}]] AC --?? $weap2 == 1 ?? Secondary Weapon:|@{selected|weapon3name} --?? $weap2 == 1 ?? !att2|[[ [$att1] 1d20 + @{selected|BAB} +@{selected|weapon3stat} +@{selected|size} +@{selected|weapon3enh} +@{selected|weapon3focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|secondaryweapondualminus} ]] vs [[@{target|armorclass}]] AC --?? $weap2 == 2 ?? Secondary Weapon:|@{selected|weapon5name} --?? $weap2 == 2 ?? !att3|[[ [$att2] 1d20 + @{selected|BAB} +@{selected|weapon5stat} +@{selected|size} +@{selected|weapon5enh} +@{selected|weapon5focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|secondaryweapondualminus} ]] vs [[@{target|armorclass}]] AC --?? $weap2 == 0 AND $att0.base == 1 ?? !fumble2|[[ 1t[misstable] ]] ^^ **Fumble Check:** [[ [$fbl0] 1d20 ]] --?? $weap2 == 0 AND $att0.base == 1 AND $fbl0.base == 1 ?? !fumbled2|[[ 1t[Fumble] ]] --?? $weap2 == 0 AND $att0.base <> 1 AND $att0.total < [[ 0d0+@{target|armorclass} ]] ?? !miss2|[[ 1t[misstable] ]] --?? $weap2 == 0 AND $att0.total >= [[ 0d0+@{target|armorclass} ]] OR $att1.base == 20 ?? !hit2|[[ 1t[hittable] ]] ^^ [[1@{selected|weapon2damage} +@{selected|weapon2damagestat} +@{selected|weapon2enh} +@{selected|weapon2specialize} +?{Other Damage Bonus?|0}]] @{selected|weapon2type} damage! --?? $weap2 == 0 AND $att0.base >= @{selected|weapon2critmin} ?? !Critical Threat 2:| **Threat:** [[ [$crit0] 1d20 + @{selected|BAB} +@{selected|weapon2stat} +@{selected|size} +@{selected|weapon2enh} +@{selected|weapon2focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|secondaryweapondualminus} ]] --?? $weap2 == 0 AND $att0.base >= @{selected|weapon2critmin} AND $crit0.total >= [[ 0d0+@{target|armorclass} ]] ?? !Critical Hit 2:|**Critical:** Additional Additional [[ [[(d1*@{selected|weapon2critmult}) -1]]@{selected|weapon2damage} ]] @{selected|weapon2type} damage! --?? $weap2 == 1 AND $att1.base == 1 ?? !fumble4|[[ 1t[misstable] ]] ^^ **Fumble Check:** [[ [$fbl1] 1d20 ]] --?? $weap2 == 1 AND $att1.base == 1 AND $fbl1.base == 1 ?? !fumbled4|[[ 1t[Fumble] ]] --?? $weap2 == 1 AND $att1.base <> 1 AND $att1.total < [[ 0d0+@{target|armorclass} ]] ?? !miss4|[[ 1t[misstable] ]] --?? $weap2 == 1 AND $att1.total >= [[ 0d0+@{target|armorclass} ]] OR $att1.base == 20 ?? !hit4|[[ 1t[hittable] ]] ^^ [[1@{selected|weapon3damage} +@{selected|weapon3damagestat} +@{selected|weapon3enh} +@{selected|weapon3specialize} +?{Other Damage Bonus?|0}]] @{selected|weapon3type} damage! --?? $weap2 == 1 AND $att1.base >= @{selected|weapon3critmin} ?? !4Critical Threat:|**Threat:** [[ [$crit1] 1d20 + @{selected|BAB} +@{selected|weapon3stat} +@{selected|size} +@{selected|weapon3enh} +@{selected|weapon3focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|secondaryweapondualminus} ]] --?? $weap2 == 1 AND $att1.base >= @{selected|weapon3critmin} AND $crit1.total >= [[ 0d0+@{target|armorclass} ]] ?? !5Critical Hit:|**Critical:** Additional Additional [[ [[(d1*@{selected|weapon3critmult}) -1]]@{selected|weapon3damage} ]] @{selected|weapon3type} damage! --?? $weap2 == 2 AND $att2.base == 1 ?? !fumble|[[ 1t[misstable] ]] ^^ **Fumble Check:** [[ [$fbl2] 1d20 ]] --?? $weap2 == 2 AND $att2.base == 1 AND $fbl2.base == 1 ?? !fumbled9|[[ 1t[Fumble] ]] --?? $weap2 == 2 AND $att2.base <> 1 AND $att2.total < [[ 0d0+@{target|armorclass} ]] ?? !miss9|[[ 1t[misstable] ]] --?? $weap2 == 2 AND $att2.total >= [[ 0d0+@{target|armorclass} ]] OR $att2.base == 20 ?? !hit9|[[ 1t[hittable] ]] ^^ [[1@{selected|weapon5damage} +@{selected|weapon5damagestat} +@{selected|weapon5enh} +@{selected|weapon5specialize} +?{Other Damage Bonus?|0}]] @{selected|weapon5type} damage! --?? $weap2 == 2 AND $att2.base >= @{selected|weapon5critmin} ?? !2Critical Threat:|**Threat:** [[ [$crit2] 1d20 + @{selected|BAB} +@{selected|weapon5stat} +@{selected|size} +@{selected|weapon5enh} +@{selected|weapon5focus} + (?{Flank (1=yes)|0}*2) +?{Other Att Bonus?|0} + @{selected|secondaryweapondualminus} ]] --?? $weap2 == 2 AND $att2.base >= @{selected|weapon5critmin} AND $crit2.total >= [[ 0d0+@{target|armorclass} ]] ?? !8Critical Hit:|**Critical:** Additional Additional [[ [[(d1*@{selected|weapon5critmult}) -1]]@{selected|weapon5damage} ]] @{selected|weapon5type} damage! }} Note: for this one I did create new custom attributes to cover the dual wield (@{primaryweapondualminus} and @{secondaryweapondualminus}), it also uses an old form of query (pre-drop downs!) to allow for the secondary weapon selection... lots of fun to be had! Also, I should mention that these also call some custom rollable tables for hits, misses and fumble random responses.
Hi, Ziechael.  I was looking to use the powercards at their full potiental, and your dual wielding sample looks amazing ! Thx for your amazing answer, but it's kinda "good guess, but no cigar !!" Like i told you, the "weapons" attributes are no good in powercards.  I posted while my powercard was as "simple" as that :  !power {{      --tokenid|@{selected|token_id}   --target_list|@{target|token_id}         --emote|**Attaque CaC simple**          --name|@{selected|weapon1name}       --leftsub|Action simple      --rightsub|Portée 5ft  }}  Running the macro tells me :  No attribute was found for @{selected|weapon1name} while i am able to use any other attribute (like selected|BAB, or selected|casterlevel...). Then, it renders the card  When adding manually the attribute weapon1name in the character sheets :  This time, it works. Last, i'm using the newest release of PCards, aka 3.8.11. Here is a weapon macro using an older version of power cards Do you mean that there is a specific release i should use instead ? Which one ? Kind regards
Ahh, seems the night was good counsel.  I did go back to the game settings. I found that a while ago, when i created the game, i selected the "FRENCH" 3.5 character sheet, which is also declared as DEPRECATED ! I did change the sheet model, and i am now using the regular, english 3.5 sheet.  And it works. Whenever somebody is setting a weapon attributes (like weapon1name, weapon1type), the attributes are automatically sets in the "attributes and abilities" tab, which was not the case with the french sheet. -->  and indeed... \o/