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Latest sheet changes & general discussion

Question is there away to cross reference the equipment categorie filter. several item have more than one category. magic items come to mind. such as magic armor or weapons. if i lable an item weapon it doesn't show in the magic field. this could be helpful in lots of circumstances. thanks in advance. 
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Hi David. If I recall correctly... I believe the sheet simply uses the equipment drop down selector and CSS to determine which category an item is associated with. Obviously a selector only allows one option and I'm sure I did this to keep things manageable from a coding perspective.  (given carried/uncarried, mount, all, etc.) That said, I'll see what I can do. ;-) Just a thought; you can list anything you want in multiple categories. So if you have magical armor and/or weapons include them as armor and weapons (along with their weight/cost), but also list them as Magical Items (do not include weight/cost here since it's already accounted for). They'll show up for both categories.
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@David - I've added a "Magical" column and checkbox to equipment. Check this box if an item has magical properties. Items that are checked will also be displayed when the "Magic" tab is selected regardless of their type category.  See beta game for demo.
Thanks very much you work hard to accommodate as many as people, and concepts as possible plus findinding creative solutions. i appreciate it
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BUG FOUND: I am starting a new game very soon and setting up for it now.  I am testing the new 1e sheet in Jumpgate game using a PRO account. When a player opens a character sheet and presses the ROLL button (little D20) for a weapon , it throws a bunch of errors about missing fields in the character sheet. When I replace the macro with one that I know works from a prior sheet, it works fine ONCE.  any subsequent pressing of the roll button runs the macro,  and prompts for input as it should, but has NO output (No error message) Help! EDIT::   Hold up.  weird results when tesing in other new jumpgate games.  May or may not be the macro code.  testing code line by line.
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Hi Namocaw, To clarify; you've created a new character, created an attack(s), but the player gets an error in chat when making the attack roll from the sheet?  Does this happen for all the characters you've created?  Exact steps to reproduce the error would be awesome... and can you post a screenshot of the error? Thanks
>> you've created a new character, created an attack(s), but the player gets an error in chat when making the attack roll from the sheet?  YES >> Does this happen for all the characters you've created? YES HOWEVER, please see edits above.  I'm re-testing.
@Vince May have found the bug?  Or maybe just "a" bug At least I know this causes errors in Macros... The Abilities bonuses values that get autocalculated have + in them.  This is not allowed.  a - is allowable, but not a +. It makes the macro do a double plus ++ and that throws off the calculation note:  these are example values just for testing, not realistic
Another bug, and I don't think this is the sheet, but in roll209 rather... if there is no damage dice added to the weapon (ie: just the default greyed out  1d4 /  1d6) then the macro will sometimes not funciton at all
RE: The original bug,  I tested every line of code in the macro one by one, replacing it all copy paste from original source.  No joy.   So I deleted all the character sheets and restarted the game, added new character sheets and pasted in the same original macro from the same source.   Now it works.  WTH. Either I'm crazy ot Jumpge is crazy.  And I'm not taking odds on which is which.  
Yeah - having the pluses in there as data (not just a visual) causes us script writers to need to strip them out, so any field with a plus in the data would be great to have just the number, but that would help future folks using it. Another known issue is the Open Doors rolls which probably should be d6s - I think that one might be somewhat my fault tho so I haven't been making too much of a fuss and my scripts calc it off sheet anyway. Thanks Namocaw for the testing!! Cheers
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Namocaw said: @Vince May have found the bug?  Or maybe just "a" bug At least I know this causes errors in Macros... The Abilities bonuses values that get autocalculated have + in them.  This is not allowed.  a - is allowable, but not a +. It makes the macro do a double plus ++ and that throws off the calculation note:  these are example values just for testing, not realistic Is this your own macro or the sheet's default?  I don't recall this being an issue on the sheet's rolls (ie the adjustments were wrapped in parenthesis) I have company from out of town this week, but I'll do some testing as soon as I can.
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DaemonSlye said: Yeah - having the pluses in there as data (not just a visual) causes us script writers to need to strip them out, so any field with a plus in the data would be great to have just the number, but that would help future folks using it. Another known issue is the Open Doors rolls which probably should be d6s - I think that one might be somewhat my fault tho so I haven't been making too much of a fuss and my scripts calc it off sheet anyway. Thanks Namocaw for the testing!! Cheers I'll blame you for Open Doors David.  ;-P  but reverting it is on my list. I like having the + and - on the sheet for clarity/consistency. Showing one version on the sheet (in-field) and using another for the actual attribute can be messy.  This may be how I have it set already...(it's been a while) I'll need to investigate.
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Namocaw said: Another bug, and I don't think this is the sheet, but in roll209 rather... if there is no damage dice added to the weapon (ie: just the default greyed out  1d4 /  1d6) then the macro will sometimes not funciton at all The attack roll and/or the damage roll?
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Namocaw said: RE: The original bug,  I tested every line of code in the macro one by one, replacing it all copy paste from original source.  No joy.   So I deleted all the character sheets and restarted the game, added new character sheets and pasted in the same original macro from the same source.   Now it works.  WTH. Either I'm crazy ot Jumpge is crazy.  And I'm not taking odds on which is which.   No clue.  lol To be honest, what you were describing seemed very odd and I would assume that many other's would have experienced it was a repeatable issue.  There seems to be some strangeness with Jumpgate at times. I could be wrong, but it seems like Roll20 has made many "adjustments" after JG beta to accommodate the features introduced by Jumpgate itself but also the 2024 D&D sheet. 
>>   The attack roll and/or the damage roll? Yes >>  Is this your own macro or the sheet's default?   Both I think?  But definately on my custom one.  I will need to troubleshoot more to know for sure. Here is my custom Melee weapon macro: &{template:general} {{color=red}}  {{MELEE}} {{subtag=[hh](YOUR JPG URL GOES HERE)}} &{template:general} {{color=red}} {{name=@{character_name} attacks with}} {{subtag=@{weapon_name}}} &{template:general} {{color=red}} {{=@{weapon_notes}}} &{template:general} {{color=blue}} {{name=TO HIT CALCS}} {{My THACO: =@{THAC00}}} {{Prof TH Bns: =@{weapon_tohitbonus}}} {{StrDex TH Bns: =@{meleebonus}}} {{Wpn Mgk Bns: =@{weapon_magicbonus}}}  {{Othr Bns: = ?{To Hit Modifier?|0}}}  {{Hits AC: =[[(@{THAC00}) - (1d20 + @{weapon_tohitbonus}[PROF] + @{weapon_magicbonus}[MAG] + @{meleebonus}[STR] + ?{To Hit Modifier?|0}[MOD])) ]]}} &{template:general} {{color=blue}} {{name=DAMAGE CALCS}} {{Prof Dmg Bns: =@{weapon_attackdmgbonus}}} {{StrDex Dmg Bns: =@{dmgbonus}}} {{Wpn Mgk Bns: =@{weapon_magicbonus}}} {{Othr Bns: = ?{Damage Modifier?|0}}} {{Damage S/M: (@{weapon_damagesmallmedium}) =[[@{weapon_damagesmallmedium} + @{weapon_attackdmgbonus}[PROF] + @{dmgbonus}[STR] + @{weapon_magicbonus}[MAG] + ?{Damage Modifier?|0}[MOD] ]]}} 
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FYI: updated the beta game v1.66 (I'll try and push to live later in the week if there are no issues...) - made a Bonus Language update.  Only effects new characters going forward, but if you change INT or Race, the sheet will auto-fill according to the PHB.  Previously just filled in with Human table data from the INT table.  Should handle demi-humans accordingly now as well. - changed the Open Doors from a percentage roll back to a d6(or larger for demi-god STR)  - updated the NWP row creation to set it's default values using sheetworkers so that API mods can recognize these attributes. ie ScriptCards I modeled this update after repeating weapons and equipment (required similar handling for ScriptCards), but it would be great if anyone can verify they can create/change a NWP row and it's attributes using a ScriptCards macro. Tilt, David...  Let me know if you have any issues.  Thanks
Hey Vince! Sheet looks great! Everything I tested works, except..... I was able to add a row to NWP and update an existing row field - but nothing I tried with nwp_attribute worked. It looked like it wanted a 0-5 number and trying to set it to 2 did nothing. I also tried setting it to DEX and it failed. Open and close sheet - no change. I tried setting the attribute after the row was created and it failed. By failed, I mean it did not change from None and no console errors. I could see the sheet firing on row create in the console: "%c Change Detected:repeating_nonweaponproficiencies_-OVi--s76CAFp-Yit0z4_nwp_name" On the other hand, I quite liked that many of my sheets (Bear, Brown; Golem, Flesh, etc.) no longer highlighted the name in red font... ~D
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Thanks David.  Interesting about 'nwp_attribute'... I'll figure that out and make an adjustment. "On the other hand, I quite liked that many of my sheets (Bear, Brown; Golem, Flesh, etc.) no longer highlighted the name in red font..." I actually had that fix in a while back. ;-) There might be some other updates I've made as well that aren't in your custom sheet code...  Worth a check. Thanks again.
Hey Vince, What is the Character_name validation warning for?  Warning against what? Our characters usually have player names in parenthasis.  "Zerathil (John)"  I noticed that this turns the field red.  But macros that look for the name still work. so IDK why it is red.
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Namocaw said: Hey Vince, What is the Character_name validation warning for?&nbsp; Warning against what? Our characters usually have player names in parenthasis.&nbsp; "Zerathil (John)"&nbsp; I noticed that this turns the field red.&nbsp; But macros that look for the name still work. so IDK why it is red. It won't be a problem for "most" rolls and macros.&nbsp; However, I know that if you make an attack from the sheet and then choose to roll damage from the chat menu, including these types of problematic/illegal characters in your character name can break the roll because the damage button link that's auto-created gets malformed. Not just a 1e sheet issue, it has happened on other sheet's as well as seen on the forums over the years. Most recent episode( <a href="https://app.roll20.net/forum/permalink/12434201/" rel="nofollow">https://app.roll20.net/forum/permalink/12434201/</a> )&nbsp; I've looked into including a check when names are edited and substituting with HTML equivalents when detected but decided it wasn't going to be worth the squeeze. (at least for my capabilities and time... sorry) So, I've added a check and a warning when detected.&nbsp; Ignore at your own peril but it may be easier to just use another character.&nbsp; You should be able to make an HTML substitution ( <a href="https://wiki.roll20.net/HTML_Entities" rel="nofollow">https://wiki.roll20.net/HTML_Entities</a> ) if you really want to use one of the problematic character. ie Hakkon &amp;#40;John&amp;#41; would display as Hakkon (John) and not break the attack/damage roll. example; first roll just uses double quotes in the name Hakkon "John" and the second attack/damage roll uses Hakkon (John) which will produce an error(s).
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vÍnce said: Thanks David.&nbsp; Interesting about 'nwp_attribute'... I'll figure that out and make an adjustment. Just a follow-up;&nbsp; for anyone interested... the SC mod commands to write a value to nwp_attribute were getting evaluated to their integer value in chat when executed.&nbsp; This is normal roll20 behavior.&nbsp; The issues is that the nwp_attribute HTML select uses the actual ability attribute names as it's options (ie @{strength}, @{dexterity}, etc.) SC was trying to set an integer because that's all it had to work with after execution.&nbsp; By changing the SC commands to set nwp_attribute with string data instead of an integer, SC can properly create and edit the nwp_attribute.&nbsp;(thanks to Joshua in the SC thread ) example with a couple prompts for the NWP name and Ability to set; !script {{ --&amp;SC|@{selected|character_id} --!or:[&amp;SC]:nonweaponproficiencies|nwp_name:?{NWP Name|TEST}|nwp_short_description:This is a test|nwp_attribute:2|nwp_slots:2|nwp_modifier:-1 }} !script {{ --&amp;AT|@ --&amp;AT|+{ --&amp;SC|@{selected|character_id} --Rfind|[&amp;SC];?{NWP Name|TEST};repeating_nonweaponproficiencies;nwp_name --!a:[&amp;SC]|![*R&gt;nwp_attribute]:[&amp;AT]?{Choose an Ability|strength|dexterity|constitution|intelligence|wisdom|charisma|comeliness}} }} Now you know.&nbsp; Only matters for people using the SC mod and creating/editing NWP rows via an SC script.&nbsp; The NWP changes will be included in the next update.&nbsp; Probably tomorrow.&nbsp; Cheers
Hello, adding a new spell to a spellbook: the level of the new spell is not set at the level of the tab it is created under.
adding a new spell to a spellbook of caster class 2: the spell appears under the caster class 1 tab upon selecting the spell level.
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Hi Lutz, Sorry for any confusion. The sheet actually shares spells as a single repeating section and simply uses CSS to hide and show.&nbsp; A Spell's level is not set until you set them as the user.&nbsp; Well, Level actually defaults to "?/Cantrip/0" and Class defaults to "Class 1" and changing a spell's Level or Class auto-changes the current view to match. I recall working on a method to detect what a person was viewing (ie the spell tabs selected at the time of spell creation) in order to set the spell Class and Level but this proved problematic when creating new spells using an API mod/script since the sheet's current state might not jive with the script's creation. Also, what if someone is viewing "All" for Class and/or Spell level when they enter a new spell? ;-( That said, I'll give it some more thought and revisit the process to see if I can come up with a better method.
Hi Vince, unfortunatly i was unaware of the possibility to set the caster class, because that choice is all the way on the right hand side. Therefore i overlooked it. Chossing the caster class works splendidly. The remedy is pure cosmetic and moves the choice of caster class to the left. Current defaults are fine
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Beta Updated v1.67 (should go live later this week) - Updated the 'Equipment|Weapon|+Add' button to set all default weapon values for the attack row instead of just those synced from the Equipment's row. Fixes default hit-table info not being posted to chat (unless the selector was manually set) if the attack was created using the Equipment button. - Added a very subtle linear-gradient background(top transparent to bottom light gray) to a few sections to help introduce a little contrast between sections. Should work regardless of background selected and darkmode. - Fixed Equipment tabs for Carried|Not Carried|Mount|All not filtering.
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Beta Updated v1.68 - Update to Spells; adding new spells will automatically set the Spell's level based on the current Spell Level tab selected.&nbsp; example;&nbsp; If the current Spell Tab is set to show "3rd" level spells and a new spell is added "+", entering a spell name will trigger the sheet to set the Spell's level to "3".&nbsp; Note that if the tab is set to "All" or if the Spell's level has already been set, the Spell's level will not be changed. If the spell is added using an API mod, the Spell's level will not be changed. I thought this might help with any confusion (ie "Where did my spells go?") when adding a new spell, but not immediately setting the spell's level which is hidden inside the expandable area with the other spell details.&nbsp; Is this beneficial?&nbsp;&nbsp;Perhaps I should always show the Spell Level, Spell Name and #Memorized? (changed in the beta game) Thoughts?
Yeah, considering this again, it is probably good design to have anything that modifies the view/tab in the default view. I'm sure I've brought this up before, but I've asked for so many things, it was prob a lower priority esp once I got a spell loader working. There does seem to be plenty of room between the name and # memorized. Hey! While you have that code open, maybe consider adding a sort by class, level and spell name... (although the way the R20 sheets are designed, I'll bet that is not trivial). Otherwise there is always this other thing: (In the spirit of the movie, "The Graduate"):&nbsp; " McGuire:&nbsp; I want to say one word to you. Just one word. Benjamin: Yes, sir. Mr. McGuire: Are you listening? Benjamin: Yes, I am. Mr. McGuire: Plastics . Containers. (j/k!)
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DaemonSlye said: Yeah, considering this again, it is probably good design to have anything that modifies the view/tab in the default view. I'm sure I've brought this up before, but I've asked for so many things, it was prob a lower priority esp once I got a spell loader working. There does seem to be plenty of room between the name and # memorized. Hey! While you have that code open, maybe consider adding a sort by class, level and spell name... (although the way the R20 sheets are designed, I'll bet that is not trivial). Otherwise there is always this other thing: (In the spirit of the movie, "The Graduate"):&nbsp; " McGuire:&nbsp; I want to say one word to you. Just one word. Benjamin: Yes, sir. Mr. McGuire: Are you listening? Benjamin: Yes, I am. Mr. McGuire: Plastics . Containers. (j/k!) Who invited this guy? ;-) You can already filter the spell list by level and/or by caster class and hide the non-memorized/prepared spells. This is done using some HTML/CSS magic to toggle on/off the display of rows based on various hidden switches. Sorting any combination of those alphabetically as well is another matter, but I'll investigate.
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vÍnce said: Beta Updated v1.68 - Update to Spells; adding new spells will automatically set the Spell's level based on the current Spell Level tab selected.&nbsp; example;&nbsp; It will certainly go a long way in not teaching another bunch of unsuspecting parrots to scream like their Parront! :) -- Tim
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Beta updated; Added an Alphabetical sort option to Spells.&nbsp; Button cycles the complete list of spells either A-Z or Z-A.&nbsp; Other filters(spell level, caster class, memorized) still work as well.&nbsp; If you have LOTS of spells, it may take a while to sort.&nbsp; YMMV.&nbsp; Be patient. Is having A-Z and Z-A desirable or would just A-Z suffice? &nbsp; Before an A-Z sort; After an A-Z sort;
I would think just A-Z? Does this change the index value of the row? If not, maybe its worth at least hover over on the button? (I use sectionid, but I've seen a number of macro users hardcode row index values for various things). And thanks, this looks great!!&nbsp;
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I think I agree that just A-Z would be fine.&nbsp; I'm fairly certain that this sorting method does not change/assign a new id, but I'll check that. ( EDIT/UPDATE: just verified the row id remains in tact. The physical row index would change. This would be the same as a user re-arranging/deleting/adding rows themselves. Also working on Equipment, sort A-Z and Location A-Z w/items sorted A-Z. ) So, not "Containers" per say, but pseudo-containers perhaps... Updated Beta game.
This seems nice. Especially if the row ID numbers remain the same (I'm not familiar with the DB or whatever engine is in use, would love to know - is it proprietary to Roll20?), would the Z-A be a huge thing? Or perhaps clicking the same button again to reverse? A button for "As entered" for natural order? The other suggestion (sorry) would be to turn all the headers into sort buttons. For example, I don't use weight (yet), but I'm betting others do.&nbsp; -- Tim (An old Oracle guy who probably overthinks things)
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I had both AZ and ZA when I first added this feature.&nbsp; I originally had it as a single button that would change text to indicate what the next sort option would be. AZ, ZA, AZ,... etc.&nbsp; Other than being a cool little "extra" ( at least I thought it/i was cool when I coded it. lol ), is ZA actually beneficial in regards to spell sorting?&nbsp; I don't believe so.&nbsp; AZ seems WAY more helpful than ZA to me, but I'm still open to it if other's think ZA is desirable.&nbsp; That said, would it be beneficial to enable the default AZ sorting like so; Caster Class 1 &nbsp; &nbsp; └ Level 0 &nbsp; &nbsp; &nbsp; &nbsp; └ AZ &nbsp; &nbsp; &nbsp;... 1 thru 8 &nbsp; &nbsp; └ Level 9 &nbsp; &nbsp; &nbsp; &nbsp; └ AZ Caster Class 2&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; └ Level 0 &nbsp; &nbsp; &nbsp; &nbsp; └ AZ &nbsp; &nbsp; &nbsp;... 1 thru 8 &nbsp; &nbsp; └ Level 9 &nbsp; &nbsp; &nbsp; &nbsp; └ AZ You would only see it in that particular arrangement if you set both Level and Caster tabs to "All".&nbsp; I believe the normal tab filtering by level, caster class, and memorized would still work as expected.&nbsp;I'm not 100% sure I can actually sort the spells like that, so I'll need to do some experimenting.&nbsp; AFAIK, Roll20 stores all the repeating rows by id in the order they were created (possibly redone when if you add/del/rearrange, not sure) There may be a method for me to grab the current order of id's, save it to an attribute and use that to "undo" the sort.&nbsp; Again, I'll need to experiment with it.&nbsp;&nbsp;
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I'm not sure I understand what "Caster class" is. Does it distinguish between types of Spell casters (MU, illusionist, cleric)? Doesn't the top of the page indicate the class(es) of the player? There are a couple of things on the sheet like that and armour rating I've not run into with AD&amp;D 1e, at least. Are there explanations of these terms in the earlier parts of this thread? &nbsp;
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Caster class would only apply to a multi-class spell casting character.&nbsp; &nbsp;Just allows you to differentiate class and level since there's only a single repeating_spells section. AR is a 1e rule for those that use weapon vs armor rating adjustments.&nbsp; ie 2 armored combatants using melee weapons to give each other "attitude adjustments". ;-)
vÍnce said: AR is a 1e rule for those that use weapon vs armor rating adjustments.&nbsp; ie 2 armored combatants using melee weapons to give each other "attitude adjustments". ;-) Oh, I see, the + or - table of weapons versus armour class. I loved that when the PHB came out, but found it a bit too much to keep track of. Great fr actual armour types and corresponded with my knowledge of armour back in the 70s (when "chain mail" was simply "mail") but found it hard to relate to monster AC.&nbsp; Cool my friends have been asking, I'll let them know. Cool. -- Tim
Tim, to see both caster class options, you'll need to unhide the "caster 2" in the Settings (gear at top of sheet) by unchecking the box. Then you will see two options for caster type. Let all those Cleric/Magic-users (or strange dual-classed casters) in your game know! (If you already know this pls disregard!) Cheers
DaemonSlye said: Tim, to see both caster class options, you'll need to unhide the "caster 2" in the Settings (gear at top of sheet) by unchecking the box. Then you will see two options for caster type. Let all those Cleric/Magic-users (or strange dual-classed casters) in your game know! (If you already know this pls disregard!) Cheers Excellent, thank you just found that under Hide Areas. Good to know, though neither party has multiple spell caster classes. -- Tim
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Updated the Beta game; Added/Updated a couple sorting options to Equipment. Sort AZ and Sort by Location, then Item AZ. Includes an "Undo" option that will restore the previous natural order. ie using the sort option will create a snapshot of the current natural order. Added/Updated a couple sorting options to Spells. Sort AZ and Sort by Level (also sorts by Caster1 and Caster2 if applicable), then Spell AZ. Includes an "Undo" option that will restore the previous natural order. ie using the sort option will create a snapshot of the current natural order. Any rows added between a sort and using the Undo option will still be included after the undo, but will be added to the end of the repeating section. Any rows deleted between a sort and using the Undo option will not be included after the undo. Any rows re-arranged between a sort and using the Undo option will be added to the end of the repeating section. While you may want to use the view "All" tab to see the sort options in their entirety, you can still use the various categorical tabs to filter as desired. example, Spell by Level and Name AZ; example, Equipment by Location and Name AZ;
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v1.68 (merge pending;&nbsp; #14540 ) Added a couple sorting options to Equipment. Sort AZ and Sort by Location, then Item AZ. Includes an "Undo" option that will restore the previous natural order. Added a couple sorting options to Spells. Sort AZ and Sort by Level, then Spell AZ. Includes an "Undo" option that will restore the previous natural order. Update to Spells; adding new spells will automatically set a Spell's caster class and level based on the current Caster and Spell Level tabs selected. example; If the current Spell Tab is set to show "3rd" level spells and a new spell is added "+", entering a spell name will trigger the sheet to set the Spell's level to "3". If the tab is set to "All" or if the Spell's level has already been set, the Spell's level will not be changed. If the spell is added using an API mod, the Spell's level will not be changed. Caster Class selected acts similarly. "Spell Lvl" is now shown with the Spell Name and #Memorized/Prepared. Hidden when the Spell details is expanded. Made a correction with the Spell Level Tab behavior when editing a Spell's Level while showing "All" levels. Tab would incorrectly change the Spell Level Tab to match the new Spell Level. Expected behavior is to stay on "All". Updated the Thief Skills Dex and Race auto-fill option. Expanded the Dex Thief skill adjustments up to DEX 25. Updated dependencies used to bundle the sheet. Impacts dev environment only. Updated title text on max fields from '..._max' to '...|max'. Macros and token bars need to use '...|max' Added "Roll Template Color" selector to the sheet's default settings options. sheetworkers: removed many getAttr default values ie "... || 0" These were either completely unnecessary or could cause logic issues if no value was entered for the attr and a truthey/falsey check was later performed on the variable. updated development dependencies Should go live this afternoon/tonight. "Have fun storming the castle."
Hi Vince, Working on my players' character sheets at the moment. These are for 3 guys who come to my place for FTF with 2 others using R20. Here are some things I am noticing. I've included 2 screen shots for two different characters, one is in edit mode. I know I was very careful when setting these sheets up for my friends. The Sort A-Z is on top of the label for the Equipment list. Sometimes clicking on the sort button closes the equipment list. I'm finding armour and shields have been repeated. There is also an empty space that has appeared. The first armour listing has changed from Type armor to gear. I'm not sure items 1-3 are from my poking around, but I was very careful when setting things up.
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Hi Tim, are you using the FF browser for your game in those screenshots by chance?&nbsp; The area directly above Equipment in your images looked very odd to me so I opened up a sheet to have a look, and... Which looks as it should.&nbsp; Those blank areas for uses/max while viewing "All" is normal for the armor rows BTW since they do not include those fields specifically. The above image was in Chrome, so I checked using FF, and... ;-( Definitely jacked up in FF.&nbsp; So, there must be something in my html/css that isn't jiving with FF. (s/b an easy fix) Normally the two browsers are very close in how they render the sheet.&nbsp; I development in Chrome for reasons, but usually don't check FF exclusively unless I'm doing something in the html/css that might not work in either browser.&nbsp; Also, since the sort button appears to overlap the Equipment button with this layout bug, a miss-click can easily close Equipment instead of sorting.&nbsp; Maybe use Chrome for a bit until I can get that patched up for Roll20's next update. ie Tuesday Very sorry.&nbsp; I'll have look-see and get that straightened out ASAP. EDIT/UPDATE: fixed this in the beta game. pull request submitted ( #14552 ) In regards to the repeating armor and shield entries;&nbsp; I recall you having this issue previously.&nbsp; Are there any specifics you can pass on that might help determine the cause?&nbsp; Maybe post the process of how you add armor and shields?&nbsp; For example, are you adding them as Equipment|Armor and then using the "+Add" button from the expanded area on the equipment row?&nbsp;&nbsp; Or, adding them directly to the Armor Details section?&nbsp;&nbsp; Or a combo of both..? The sheet syncs Armor Details and Equipment|Armor. Adding something to Armor Details will add it to Equipment|Armor and Shield.&nbsp; However, just entering something to Equipment|Armor will not automatically add it to Armor Details unless you specifically use the "Add" button.&nbsp; Clear as mud?
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AquaAlex
Sheet Author
Translator
API Scripter
Hi, good to se you still doing the good work :) vÍnce said: v1.68 (merge pending;&nbsp; #14540 ) "Have fun storming the castle."
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Firefix, Win 10 (extended support), sorry, I should have said. Also, as these players are FTF, I'm the only one who interacts with their sheets. I have one remote player with some experience in roll20 and another whose head is still spinning (guys of my boomer generation either tuned into computers or didn't :) ) Since my first experience you referred to, Vince, I always make sure I add things to the armour details section first. I don't recall seeing the add button there in the equipment list. that's excellent to know. I've never expanded the equipment section entries, the add button is there. The crowd tomorrow will be probably getting new armour, so I'll test it then. I'm playing with the remote group in a couple of hours, let me check their stuff: They seem to be all in order, one character had a couple of extra empty equipment slots.\ Thanks so much for all the work you've done. Sorry to be a PITA.&nbsp; It'd be awesome if there was something similar to an ODBC driver for read only access to your tables. I used to set one up for the Oracle based maintenance system I ran so the more adventurous managers and supervisors could look at and report on their work order data in whatever detail or format they wanted. It'd be very useful to be able to look at players resources on one screen to see their weapons and special stuff. Especially their money and magic items to help the DM fine tune future treasure that can be found in future adventures under development. -- Tim vÍnce said: Hi Tim, are you using the FF browser for your game in those screenshots by chance?&nbsp; The area directly above Equipment in your images looked very odd to me so I opened up a sheet to have a look, and...
Sorry if this is a stupid question, but in ScriptCards, how do I reference the max value of a spell level?&nbsp; &nbsp;I have tried spells_lvl_1_current_max, I have tried spells_lvl_1_max.&nbsp; &nbsp;No matter what I try, I can not get it to reference the Max value of 6.&nbsp; &nbsp; Thank you in advance &nbsp;
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Edited 1766617270
vÍnce
Pro
Sheet Author
Hi Tilt.&nbsp; Normally you reference max values in macros using "|max" not the actual attr name for max.&nbsp; Don't ask me why... So when you hover over the max value, try what the title text shows. Let me know if that works. Cheers