
Lexin said:
Didn't every DMG say that the DM's decision is final? Or did I dream that?
It does :)
I want to add some helping and descriptive text for the thieving abilities (Open locks, Move silently, etc.) but since Roll20 still have not implemented secret rolls despite clearly having the possibility to do so, I have decided that
I will implement the same logic as used for psionic powers, namely the player adds a button the the chat that the GM clicks to get the result. It is kinda of a poor mans version of what I imagine, but at least it will work now so we don't have to wait for another 2 years of "New VTT" and "Dark Mode 2" and "Even more walls and windows" that I simply do not care about.
I am also planning om removing many of the columns of the rogue section, to reduce visual clutter and confusion. Specifically I will remove the "Leather Armor" columns and the "No Armor" columns.
The two armor types "Leather Armor" and "No Armor" will be added to the drop down for armors, to be selected there. That way the values will til be available and easy to access.
If anyone is strongly against this, please speak up!
so, is the 2Edefault template limited to just 3 desc lines? I am trying to build this for my players, but desc3 and desc4 automatically default to a split table format. am I missing something?
here is the code and the output
/w @{selected|token_name} &{template:2Edefault}{{name=Ability Checks}}{{subtitle=for @{selected|token_name}}}{{[Str](!
#AbilityStr) [Dex](!
#AbilityDex) [Con](!
#AbilityCon) [Int](!
#AbilityInt) [Wis](!
#AbilityWis) [Cha](!
#AbilityCha)}}{{desc=STR [Open Door](~@{selected|token_name}|opendoor-check)[BB/LG](~@{selected|token_name}|bendbar-check)}}{{desc1=CON [Sys Shock](~@{selected|token_name}|conshock-check)[Res Survival](~@{selected|token_name}|conres-check)}}{{desc2=INT [Learn Spell](~@{selected|token_name}|learnspell)}}{{desc3=WIS [Priest Spell Failure](~@{selected|token_name}|spellfail)}}{{desc4=CHA [Reaction Adj](~@{selected|token_name}|react-check)}}{{color=blue}}``
gabriel b. said:
so, is the 2Edefault template limited to just 3 desc lines? I am trying to build this for my players, but desc3 and desc4 automatically default to a split table format. am I missing something?
here is the code and the output
/w @{selected|token_name} &{template:2Edefault}{{name=Ability Checks}}{{subtitle=for @{selected|token_name}}}{{[Str](!
#AbilityStr) [Dex](!
#AbilityDex) [Con](!
#AbilityCon) [Int](!
#AbilityInt) [Wis](!
#AbilityWis) [Cha](!
#AbilityCha)}}{{desc=STR [Open Door](~@{selected|token_name}|opendoor-check)[BB/LG](~@{selected|token_name}|bendbar-check)}}{{desc1=CON [Sys Shock](~@{selected|token_name}|conshock-check)[Res Survival](~@{selected|token_name}|conres-check)}}{{desc2=INT [Learn Spell](~@{selected|token_name}|learnspell)}}{{desc3=WIS [Priest Spell Failure](~@{selected|token_name}|spellfail)}}{{desc4=CHA [Reaction Adj](~@{selected|token_name}|react-check)}}{{color=blue}}``
It is hardcoded to 3 descriptions yes. I think you can m make pseudo more by making keys with white space but I am not sure.
If you check the wiki then you can see the documentation for all player available roll templates
Peter, on the spells page, you did a great job with entering spells memorized.
Any idea if you will be doing the same thing for the actual spell book below the memorized?
Rick said:
Peter, on the spells page, you did a great job with entering spells memorized.
Any idea if you will be doing the same thing for the actual spell book below the memorized?
I have discussed spell books before and the primary problem with spells books is that they can only be implemented if there is a single spell book with infinite pages. This is because Roll20 cannot do nested repeating section, ie. a repeating section inside a repeating section.
So I could make one spell book where you can keep track of pages and the likes. Now if you find an enemies spell book, or want to make a traveling spell book, or a copy of your spell book or something along those lines, then you would need to create a new character sheet just to hold that spell book.
Alternatively I could add 5 spell books to each character sheet, but that would only work until you find your 6th book, then you would need to make a new sheet again.
As of right now I think the best approach to handling multiple spell books is to use Handouts. Make the DM create one handout for you for each spell book. Since spell book do not tend to change that often, the math needed to keep track of pages and the likes can be handled manually.
I want to be clear. If I had the option of nested repeating section I would totally implement structured spell books on the sheet as it is something I would use myself!
Github PR: Pull Request
Hello everyone
It is good to be back! My plan was for a super boring update where I just updated a bunch of data, but I feel into a tiny rabbit whole and well
and this ended up with an overhaul to the rogue section. Now it is getting the minimalism treatment and expanded features. Along with that I also have some smaller quality of life stuff.
For those who have been around for a very long time will know that the rogue section was one of the first things that I added features for. Since Roll20 did not have datalists and my skills with coding for Roll20 was limited the section got expanded to accommodate for each scenario independently.
Now the section has been cleaned up, relying more on autofill giving more customisations.
V1 | V2 | V3 |
---|---|---|
The additional skills from Player’s Option: Skills & Powers, Dark Sun: Dragon Kings, Sages and Specialists are now visible on the same screen as the regular skills. Now you no longer have to tab back and forth if you are using the additional skills.
Before
Standard tab | Player's Option / Dark Sun |
---|---|
After
Standard tab | Player's Option / Dark Sun |
---|---|
Another reason for including the PO: Skills & Powers & Dark Sun tab in the new design was that the old design had hardcoded values inside the roll buttons for wearing "No Armor". I noticed that some settings, like Dark Sun, do not have the same modifiers for Armor as PO: Skills & Powers do, including the modifiers for "No Armor", so to create more transparency with what the value is and to create customisability for other settings all Armor modifiers can now be defined on the sheet. Here is an example of the two tables disagreeing:
Player's Option: Skills & Powers | Dark Sun: Dragon Kings |
---|---|
Therefore I also added a bunch of notes have been added to better explain skill modifiers, autofill, sources and the likes.
The redesign have also deleted some fields and buttons and reintroduced some old fields and buttons. There is the complete list of removed fields and buttons:
@{ppnoarmorb} @{ppnoarmort} %{ppnoarmor} @{pparmorp} @{pparmort} %{pparmor}
@{olnoarmorb} @{olnoarmort} %{olnoarmor} @{olarmorp} @{olarmort} %{olarmor}
@{rtnoarmorb} @{rtnoarmort} %{rtnoarmor} @{rtarmorp} @{rtarmort} %{rtarmor}
@{msnoarmorb} @{msnoarmort} %{msnoarmor} @{msarmorp} @{msarmort} %{msarmor}
@{hsnoarmorb} @{hsnoarmort} %{hsnoarmor} @{hsarmorp} @{hsarmort} %{hsarmor}
@{dnnoarmorb} @{dnnoarmort} %{dnnoarmor} @{dnarmorp} @{dnarmort} %{dnarmor}
@{cwnoarmorb} @{cwnoarmort} %{cwnoarmor} @{cwarmorp} @{cwarmort} %{cwarmor}
@{rlnoarmorb} @{rlnoarmort} %{rlnoarmor} @{rlarmorp} @{rlarmort} %{rlarmor}
@{ibnoarmorb} @{ibnoarmort} %{ibnoarmor} @{ibarmorp} @{ibarmort} %{ibarmor}
@{repeating_customrogue_crnoarmorb} @{repeating_customrogue_crnoarmort} %{repeating_customrogue_crnoarmor} @{repeating_customrogue_crarmorp} @{repeating_customrogue_crarmort} %{repeating_customrogue_crarmor}
Old fields that has been reintroduced are:
@{ppa}
@{ola}
@{rta}
@{msa}
@{hsa}
@{dna}
@{cwa}
@{rla}
@{iba}
@{repeating_customrogue_cra}
All the old values that were stored in the @{xxarmorp} (heavy armor) field have been moved to the new @{xxa} field that will hold all armor information, both penalty and bonus.
All skills have been recalculated to ensure the new Total is correct.
All the base skills have gotten descriptions, telling what happens on success or failure.
Success | Failure | Critical Failure |
---|---|---|
Note that Remove Traps and Open Locks have gotten Critical Failures where worse stuff happens. The Critical Failure for Open Locks is an optional rule from The Complete Thief's Handbook as is marked as such. In order to implement this correctly for Find/Remove Traps, a popup have been added when rolling Find/Remove Traps asking what action you are trying to do:
Before | After |
---|---|
Since I was doing an overhaul these old outputs was in dire need of an update.
Descriptive text have not been added to these skills as the Player's Option: Skills & Powers book and the Dark Sun: Dragon Kings book do not exactly align on how the skills work.
Since Roll20 do not prioritise to implement blind/hidden rolls I decided to add it myself!
The thieving skills now have visibility setting, on the Sheet Settings tab allowing the DM or the player to decide how skills should be presented in the game.
Today all rolls are visible to both the player doing the roll and the DM. This is however not how the rules are written in the book, as multiple rolls should be handled by the DM. To achieve this two new options are now available:
1. Roll visibility is by the book
2. All rolls are hidden from the player (blind / hidden rolls)
Using either of these two new options will cause some or all thieving skills to be rolled as blind rolls. This is achieved the same way as was done for Psionic powers. The player clicks their skill button and sends a message in the chat:
This message have a button saying “Secret by the DM”. Now the DM clicks this button, and actually performs the roll, whispering it to himself, making it completely hidden from all players.
Player POV | GM POV |
---|---|
The thief player can now play not knowing the result of the dice.
If you choose the “by the books” option then only some rolls are blind depending on their description in the books. Here is a short summary:
All rogue skills are capped at 95% success chance. Complete Thief’s Handbook p. 31 & 90. A natural roll of 96-100 always fails.
This limit was previously only enforced when calculating the Total success chance on the sheet. If any positive miscellaneous modifier was added when rolling the check, then you could go to 100% or more, thus guaranteeing success.
From now on the numbers on the rogue section will not be capped at 95, you can go to 125 if you like, but when the roll is made, your chance for success, including the miscellaneous modifier, is reduced to 95%.
Rangers skills have a limit higher than thieves and can go to 99% success chance. A new toggle have been added where you can select if you are a ranger. If you are, then the limit is raised to 99%.
If a ranger tries to use his move silently or hide in shadows in a non-natural environment (crypt, indoor, city street, etc.) then his chance for success is halved. This has been added to the sheet with a popup, allowing the ranger to select the surroundings he is operating in.
Natural surroundings | Non-natural surroundings |
---|---|
When going above your maximum of 95 the rules of the Dungeon Master Option: High-Level Campaign is used:
The sheet will use the rules from DMO:High-Level Campaign at all times, ie. from 1st level instead of from 11th level. This is in not be entirely “by the book”, but I opted to do this for multiple reasons:
Basically this allows you to not “waste” points in any of your skills. Here is an example of how events could unfold: Say you are a Human (no modifier) thief, 13 Dexterity (no modifier) in leather armor (no modifier).
Now this thief wants to be the best lock picker there ever was, so he spends all his allowed points into pick lock. So we have
10% (base) + 85% (from levels) = 95%, max skill
Now the thief puts on a Studded Leather, getting -10% to his pick pocket. To counter act this penalty the thief puts even more points into lock picking.
10% (base) - 10% (studded leather) + 95% (from levels) = 95%, max skill
Now the thief finds a magical leather armor +3, and puts that on instead. Now the calculation becomes
10% (base) + 95% (from levels) = 105% ≈ 95%, max skill
If the DM now says "You forgot your lock pick, and are using improvised thieving tools. You get -30% chance to pick the lock”, the final calculation will be:
10% (base) + 95% (from levels) - 30% (improvised tools) = 75%
If you disagree with this calculation and believe that the success chance for the above should be
(10% (base) + 95% (from levels) ≈ 95% total base skill) - 30% (improvised tools) = 65%
Then it will be up to yourself to maintain the maximum skill at 95 on the sheet.
The modifiers for Dexterity, Aim, and Balance was updated to use the corrected table from PO: Skills & Powers, 2nd Printing February 1996.
Due to new values from the updated table going from PO: Skills & Powers 1st printing to 2nd printing you might need to update your skill modifiers.
To add more transparency for the autofill the table for ability score adjustments have been added to the sheet.
The table follows the PHB and PO: Skills & Powers, 2nd Printing February 1996.
Note that some settings have different modifier for Dexterity below 9 and above 19. If you play in such a setting you need to update the sheet manually every time your Dexterity changes. Here is a example of such a setting, Dark Sun:
Base skills | Extra skills |
---|---|
If you use DMO: High-Level Campaign, then you will see this table for Escape Bonds and Tunneling, using Dexterity / Aim:
I have chosen not to use Aim for these two skills, but only use Dexterity based on the following.
July 1995 PO: Skills & Powers 1st printing was released with a table full of errors and without defining what ability scores where used for what skills
August 1995 the DMO:High-Level Campaigns was released with the above table, assumingly clear up some of the confusion.
February 1996 PO: Skills & Powers 2nd printing was released with a corrected table:
Along with the 2nd printing the WotC official website was updated with an errata, including note for this table specifically:
Player's Option: Skills & Powers (second printing) Errata
Skills & Powers Errata and Clarifications effective 9 February 1996
Page 53, Table 29: All of the numbers on this table should agree with those on Tables 4 and 5. Where there is disagreement, the earlier tables are correct. Pick pockets, open locks, and find/remove traps adjustments are based on Dexterity/Aim scores. Move silently, hide in shadows, and climb walls adjustments are based on Dexterity/Balance scores. Tunneling and escape bonds adjustments are based on the original Dexterity score (including racial modifiers).
This information was gained through the wayback machine and has been permanently saved with the sheet’s code for referencing.
I interpret this errata to take precedence over DMO:High-Level campaign.
For those who remember my first update to the rogue section will recall that I did some pretty convoluted checks to find what modifier to use for the skills depending on if you were using the sub ability scores or not. Happily I can say a lot of this has been removed with the new table. Now both tables agree what the modifier should be if you have 17 Dexterity or 17 Balance for the appropriate skill.
The only skill that still has a special case is Climb Walls as it does not have a modifier under the PHB. So if both Aim and Balance is empty, then Climb Walls will have a modifier of 0. If either Aim or Balance have a value, then Climb Wall will get a modifier as written in the table.
Added the table for ranger skills armor adjustments along with a few notes
The roll button for rogue followers using detect magic had the incorrect name %{dm} which did not match the mouseover text %{dm2} and was hiding the player detect magic roll button. This has been fixed.
The repeating rogue follower detect magic button has been renamed from %{dm2} to %{dm22}
The power score modifier is now correct set to 0 instead of -1 when lifting something weighing exactly 3 pounds. It also show the attack modifier based on the weapons weight.
Before | After |
---|---|
The book incorrectly had Life Draining refer to itself as a Devotion when it actually is a Science as stated in Sage Advice #186. This has been updated to the generic term power as it is written in the Psionic Power Cards #78 of 288
The table says it cost slot 1, but the description says it free. Sage Advice #184 clears this up. It is free for dwarves and cost slot 1 to improve.
Tome of Magic p. 12 describes that all Quest spells uses V and S components. M are never used for Quest spells
Before | After |
---|---|
The sage gave some suggestion for the new spheres from Tome of Magic for generic Player’s Handbook Paladins, Rangers, and Druids. These have been added
Major | Minor |
---|---|
![]() |
Added paladin and ranger casting scaling to the priest casting level. Paladins cast spells as first level when at level 9. Ranger start at level 8. Both max out at 9th casting level.
Turn Undead work on all creatures from the Outer Planes, not only Undead. Sage Advice #248 p. 22
Phew! What a mouthful! This update definitely grew way larger than expected!
I will be honest the rabbit hole might have been a little deeper than first expected.
I hope you will enjoy this update!
Happy gaming and may the new blind roll thieving skills cause copious amount of PTSD to all your thieves!
vÍnce said:
That's all Peter?
;-P
Well yeah. I don't want to overwhelm people with too many changes you know :P
For the next update the roll modifier for the Core Psionics will be removed.
I sincerely believe that it should never have been added to the character sheet (by Seth) in the first place. Having researched Psionics thoroughly there is no indication that you should ever modify the roll. All explanations of psionic powers assumes that the roll result is between 1 and 20. No where is it defined what will happen if you roll a modified 0 or 21.
Looking at Dark Sun Boxed Set and The Will and the Way it even have clarifications to ensure that psionic Power Scores do not exceed 20, further indicating that the roll result should stay below 20.
![]() | ![]() |
The only indication that the roll should be modified is that sometimes the books sometimes refer to a "natural 20" or a "natural 1" indicating that a modified roll exists. This is however not the case. The closest is that sometimes the books does not explicitly say that a numeric bonus or penalty is for the Power Score, but instead for the Power Check. The use of Power Check seems to be a synonym for Power Score. An example of this is the power Splice that refer to both:
The Will and the Way seems particularly prone to jump back and forth between the two terms when describing it's powers.
A final reminder is from The Complete Psionics Handbook, that states that psionic powers basically work like Non-weapon proficiencies:
Looking at proficiencies it is described on the Tracking NWP that all modifiers is applied to the Ability score and a natural roll is made against that.
All of this was the long way around of saying that I am completely confident in my decision to remove the Roll modifier field.
Along with the removal the Miscellaneous modifier will be added to psionic powers, allowing you to modify the power score ad hoc.
All of these changes will require you to update your macros on your sheet!
Github PR: Pull Request
Hello everyone
I had some days off work and did a bunch of minor cleanup stuff, so nothing too fancy but a few new features and bug fixes.
A little word about the design of AD&D 2E. 2E generally favours failure when it comes various checks. Looking at thieving abilities there is always the risk of failure by rolling 96-100, but no reverse rule exists for rolling 01-05 always giving success. Actually if you have below 0 chance, then you cannot even attempt to use a skill.
The same goes for nonweapon proficiencies. Looking at p. 75 it is clear that a roll of 20 (a fumble) always fails. Studying the individual NWPs it is clear that there is no reverse rule for rolling a 1 (a crit) always giving success. Looking at Tracking on p. 86 it can be seen that if your skill falls below 0 it is impossible to Track any further.
Always fail on 20 | Tracking |
---|---|
Therefore NWPs now always fail on a roll of 20 no matter what you skill level is.
Furthermore NWP also show how well you made your check, just like ability scores
Before | After |
---|---|
This will work for any proficiency, but Gambling, so if you use Gambling you will have to read the roll yourself.
Some NWPs, like Bowyer/Fletcher have critical success outcomes, so therefore NWP can also show if you made a critical success
Following the design description above, a critical success can only happen if the check was already a success. If your chance is so low that any roll would be a failure a natural 1 will still be a failure
I did quite a bit of research on this and following the rest of 2E’s design philosophy I believe that the Sage is correct. Therefore saving throws now always fail on a natural 1.
Sage Advice issue #156 p. 56 + #216 p. 103 | Natural 1 failure |
---|---|
In the above scenario my character has a +5 to save vs. Poison, but even so the natural roll of 1 is a failure.
The psionic powers were ordered in a seemingly random fashion. Now they are ordered like they appear in the books
Before | After |
---|---|
This ordering have been done for all psionic sections: Character Core / Revised, Static follower Core / Revised, and repeating follower Core / Revised
Also the titles have been changed slightly to match the books. So for instance Psychokinesis Sciences are now Psychokinetic Sciences
As stated in my previous post the roll modifier have been removed
Character Before | Character After |
---|---|
Follower Before | Follower After |
---|---|
Remember to update your macros for this to take full effect!
Along with the removal of the roll modifier, the misc modifier have also been added to all psionic core powers, allowing easier modification for the Power Score.
Two of the revised psionic powers were sharing a power cost field. This has been fixed so each power now has its own cost. Gif below
The static psionic follower Core Clairsentient Sciences first power were not printing to the chat. This has been fixed
Before | After |
---|---|
The repeating psionic follower Core Psychoportive Sciences third power were throwing an error when trying to roll it. This has been fixed
Before | After |
---|---|
Finally psionic followers nonweapon proficiencies now use a roll template for their result
Before | After |
---|---|
Updated the layout to be like the character rogue skills
Before | After |
---|---|
This include armor type selection and autofill for armor modifiers.
Updated the follower rogue skills to use the same calculations as the character rogue section, with the skill being limited to 95 and a %-sign was added
Before | After |
---|---|
The output here is still basic, and does not give all the additional information is is given for characters.
Functionality around rangers or find/remove traps have not been implemented for followers.
Thank you to Erik H. for noticing that I forgot to add a %-sign to Move Silently, Hide in Shadows, and Find/Remove Traps.
Before | After |
---|---|
The summer cleaning is done and we can all get back to make the house messy again!
Happy gaming out there.
Gunner said:
Hi Peter,
thanks a lot for all these updates. Great Job.
After the last update (4.18.0) i am getting this warning after each psionic power invocation:
What could it be?
Thanks
This is due to The removal of the psionic roll modifier as mentioned in the update. Just remove your power and add it again, then everything should work :)
Peter, is there a way or a trick to keep the inventory pages from emptying when you do updates?
I utilize the inventory page for weights and encumberance.
but every update they get wiped out.
Rick said:
Peter, is there a way or a trick to keep the inventory pages from emptying when you do updates?
I utilize the inventory page for weights and encumberance.
but every update they get wiped out.
By inventory, you mean the Equipment tab? Please give me a screenshot so I am sure we talk about the same Thing. I have lost No data after every update and heard nothing from other players, so I am inclined to think this issue only affecting your game.
Are you using any mods / APIs in your games that May interfere with the character sheet.
Thank you for the reply, we are talking about the same thing, as far as mods/API's i am not using anything different then others in this thread.
I will have to keep a better look out when the next update comes.
Rick said:
Thank you for the reply, we are talking about the same thing, as far as mods/API's i am not using anything different then others in this thread.
I will have to keep a better look out when the next update comes.
I can tell you that it will be a while as I have not started on the next update, but I have started playing WoW Hardcore and I keep dieing, so you will have to be patient :P
Just wanted to pop in again and say I am, once again, blown away by the amount of work you've put into making these sheets functional, fleshed out, and fantastic! Having the optional rules be togglable was a great idea, for instance! However - it would be great if there was a way to have a 'select all' option, since I use basically everything except psionics at my table, in bits and pieces.
Chronische said:
Just wanted to pop in again and say I am, once again, blown away by the amount of work you've put into making these sheets functional, fleshed out, and fantastic! Having the optional rules be togglable was a great idea, for instance! However - it would be great if there was a way to have a 'select all' option, since I use basically everything except psionics at my table, in bits and pieces.
A select all is not a bad idea, but I feel it is unnecessary.
Did you know you can set the default options when you create a game? That way all the options you select will apply to all new character sheets created in that game. Follow the guide below to set the defaults for your game.
Setting the options you prefer here, will save you time every time you create a new character sheet in your game.
If you have a bunch of old character sheets in your game that you would like to all have the same settings as defined above, you can click this button inside the game:
This will overwrite any settings set specifically on the character sheet to those defined by the game. Any custom setting needed for a single character sheet can then be added again, after the Default Settings have been applied.
I hope this solves your issue.
Just writing to keep the threat alive (Roll20 closes all threads that have been inactive for 2 months.)
Still hard at work on the next update, going through spells in the PHB. Also it is taking longer because I die in Hardcore wow. If you are interested, here are my deaths...
Apparently I am not as good as I thought *shrugs*
Another post to keep the threat alive.
I am working on a side project https://htmlpreview.github.io/?https://github.com/DBFBlackbull/adnd-2e-sage-advice/blob/master/html/index.html
This is to both make it easier for me and for you to look up Sage Advice. It is still work in progress, so the features are not yet complete.
Peter,
question for you on the intiative part of the sheets.
so i am going to start using the speed factors for weapons and spells and was checking the rolls.
I noticed when i was doing an attack with one of my fighters you had the D10 + weapon, are you working on adding in a - for a magic weapon, you do have a box for attack adjustment. Most people put the magic plus in there for thac0.
Can you have the int add a minus of that number for weapon speed?
Also this i think might be too much but if they are specialist it adds for the +1 to hit and +2 damage. Can we / should we add a -1 to the int for being specialized?
Rick said:
Peter,
question for you on the intiative part of the sheets.
so i am going to start using the speed factors for weapons and spells and was checking the rolls.
I noticed when i was doing an attack with one of my fighters you had the D10 + weapon, are you working on adding in a - for a magic weapon, you do have a box for attack adjustment. Most people put the magic plus in there for thac0.
Can you have the int add a minus of that number for weapon speed?
Also this i think might be too much but if they are specialist it adds for the +1 to hit and +2 damage. Can we / should we add a -1 to the int for being specialized?
Hello Rick.
Magical weapons are already supported on the sheet.
If you add a "Short Sword +1" then you will see the attack and damage adjustment write +1 in each (the THAC0 remains unmodified). These bonuses are added when you roll the dice. If your THAC0 is 17 your roll would be 17-(1d20+1). The reason for keeping THAC0 unmodified is to make it easier to update it whenever your level up.
Speed factor is also updated for magic weapons, however the value here is modified based on the magic of the weapon. Try to add a "Short sword" and in the next line add a "Short Sword +1". You will see that the speed factor is 1 faster for the magical weapon. Speed factor is limited at 0 as no weapon can give you a negative speed factor.
Finally specialization is already added. If you choose the "Specialized" option in the dropdown for "Proficiency" then you will get a +1 to attack, and if you check the "Spec" checkbox for damage, you get +2 to damage when you roll your dice.
Finally speed factor for specialization. There is no speed bonus for being specialized in a weapon in either the core rules or the PO rules, so I will not add it to the sheet (if you play like that, then it is a houserule and you will need to keep track of it manually). If you use the Complete fighters handbook, then you can get a faster speed when using two-handed weapons if you are specialized in the two-handed weapon style. This you will also have to track manually.
I have a question about AD&D 2e powers, such as "Turn Undead" for a Priest, or "Detect Slope" for a Dwarf, or "Gaseous Form" for a Vampire, or "Cone of Cold" for a Wand of Frost, and the level at which they are cast.
I've posted here to catch the AD&D 2e community as Peter's sheet gets a lot of attention and my RPGMaster Suite uses it extensively. However, so as not to bung up Peter's thread (sorry Peter...) please go here in order to read the question more fully and give your thoughts.
Thanks in advance...
Hello everyone!
I have been away for a long while, and it will be a while longer before I will have an update ready. I wanted to post and tell everyone what I have been up to!
TL;DR: I made all Sage Advice, about 2E, searchable here:
We all know how hard it is to figure out what spells and magic items do and don't do. To help with finding the answers I have digitalized all of Sage Advice 142+148-273 (all issues about 2E), and annotated the questions with attributes, and added a search function to more easily find what you need.
While reading through the Sage Advice questions, some questions seemed to come up again and again, which inspired me to make some tags that allow for quick search about all questions on a topic. Some of these topics are:
Along with these questions I also added tags for some general topics that I personally have had a hard time find an answer to, such as:
I intend to add more, such as the DMGR: High-level Campaigns and various titbits from the PHB and DMG where rules have been placed in obscure places, making them easier to find.
I hope you will enjoy the fruits of my labor :D
I will use this new tool to hopefully speed up my work of checking all the spells to see if any errata is needed on the sheet.
That is all for my post. Hopefully my next post will be about an actual update for the sheet! :D
Github PR: Pull Request
Hello everyone
I did a bunch of minor cleanup stuff, so nothing too, fancy but a few new features and bug fixes.
This feature is a complete bias towards my DM. He was having a hard time finding various reversed spells for monsters, as many monster spell listings only have the reverse spell name listed, i.e. Reduce without telling that it is the reverse of Enlarge. This sometimes made it hard to find the correct spell.
To enable ease of access to reverse spells, these have been added in the dropdown / auto complete when writing spell names and will also be added when a priest uses the “Auto add spells based on spheres” button.
The reversed spells will be clearly labelled as a reverse, with the following naming scheme: “Spell name (Reverse of Spell name)”. This will clearly indicate that the spell being cast is the reverse.
It is very important to note that the description and attributes of the spells have not been changed to reflect how the reversed spell works! This will give some confusion as some versed spells have different durations (such as Light and Darkness) and some have vastly different effects (such as Raise Dead and Slay Living). In other words if you cast Raise Dead or a Slay Living, then all the content of the spell will be the same except for the name.
The reason for the omission of spell description changes was time. There is currently about 200 reversible spells. As I am also working on spells in a different update I opted to do any alterations to the versed spells there.
I changed the scroll naming convention from “Scroll of X” to “X scroll”. This makes it a lot easier to read what spell is on a scroll on smaller screens. This was a suggestion by user Maarken
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I added a bit more context to the open doors check, based on text found in the DMG p. 175
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I also added the Misc Modifier popup to the check as it was missing
Head AC and Touch AC are both optional and therefore moved to the bottom of the AC table, to indicate their importance. They have also both been marked as optional
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Head AC is an optional rule introduced in The Complete Fighter’s Handbook and later redefined in the Player’s Option: Combat & Tactics book. Pages references to both of these were added, and if you mouse over the text, you can find a short description of the rules, but for exact knowledge, please consult the pages in the books.
Fighter's Handbook | Combat & Tactics |
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Wishing for ability scores are only fully described in the original “Blue” DMG. The later “Black” DMG is missing a section about wishing for scores above 21. This is also confirmed in Sage Advice #238
Even though this is primarily DM knowledge I opted to add it anyways, as this rule would otherwise be left out as the most available option for books is the Premium PDF / Print of demand which is also lacking this rule, which is simply unacceptable!
When I took over the modifiers to an attack or damage roll was completely impossible to read. To try and remedy this I grouped all modifiers into a single value, which helped readability, but also made it way harder to figure out where the modifiers were coming from.
During my work on Psionics I learned about inline labels for rolls, which allows for higher transparency when debugging rolls. I have wanted to add this for attack, damage, and initiative for a long time, and now it is finally here.
V 2.8.53 | v 2.8.54 | v4.19.0 |
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Now it is way easier to understand where your bonuses / penalties are coming from and if they are correct.
These labels have been added to Attack, damage, initiative, surprise, saving throw, and magic resistance. If any roll is missing labels please let me know.
After careful study of the Player’s Option: Combat & Tactics I noticed that each weapon has its own unique modifiers against different armor types, instead of a shared modifier based on amor weapon type, like described in the Player’s Handbook. Therefore the modifiers have been removed when rolling hit on the Player’s Option tab.
Standard | Player's Option |
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To further indicate that the Weapon type vs Armor is not part of the Player’s Option ruleset it is now only visible when looking at the standard tab.
Standard | Player's Options |
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This might break the game flow of someone, and if it does, reach out.
With initiative you always want to roll low, but if you rolled a 1 it would show up with a red border, indicating a fumble. You never want to roll high, but if you rolled 10 it would show a green boarder, indicating a crit. This has bugged me for a long time and now I finally did a sweeping change, and changed ALL initiative buttons to have the colors reversed
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If I have missed any initiative rolls, please let me know so I can fix it.
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It read incorrectly to me that when you land a critical hit the text would say you landed a “regular attack”. Also the severity was listed in the template before it was used, and didn’t describe want it ment. Therefore the severity has been moved down and now also states what dice is being rolled. The dice are also shown for each outcome rolled.
The layout of the effects have also been changed a bit and more options for some effects, such as servere bleeding, have also been added.
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Thank you to Maarken for pointing out the error!
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It was removed by mistake
Under the Combat & Tactics rules, a Specialist with a Bow or Crossbow, gains +1 to hit always, and +2 to damage when doing a point-blank attack.
A Master with Bows or Crossbows always gains another +1 to hit (for a total of +2 to hit). When doing a point-blank attack the to hit modifier is increased to a total of +3 and also gains +3 to damage.
This means that for calculating the to hit modifier, only a Master using Point-blank should be able to get the full +3 modifier. If a Specialist checked the PBM (Point-blank Mastery) check box, then they should not gain the +1 to hit.
The calculation has now been fixed so that it is only possible to gain the +1 from Point-blank if you are both a Master and uses point-blank
Master using Short range: +2 from Mastery, +0 from range. This is the same as before |
Master using Point-Blank: +2 from Mastery, +1 from Range (Point-blank). This is the same as before |
Specialist using Point-Blank: +1 from Specialization, +0 from Range (Point-blank). This is the fix. You can no longer gain the +1 from Point-blank unless you are also a Master. |
This is all the minor stuff I have had build up over the time of working on the spells. Now I am back at looking at spells trying to get them all right.
Happy gaming out there.
Github PR: Pull Request
Hello everyone.
Honestly this was suppose to be a minor update. I even named my code branch “minor-changes”, but then I got inspired and could not stop. So a full feature update is coming your way!
Can you tell I have grown tired on working on spells?
Instead of just listing the class groups in each class field, the actual classes are now listed. This is a soft push toward making players put their class into the correct field.
Having the correct class in the correct field will start being a requirement for various features, so please ensure you move your class and level to the correct field :)
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Over a year ago I was asked if Saving throws would ever be automated, and at that time I said no because I could not find the right design for it. I have now settled for a design that works and that can handle, both Single, Multi- and Dual-class characters! It is done with a button.
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This will look at the levels you have inputted on your character sheet and determine which saves you need. Note: The saving throws expect your classes to be put in to the correct field, i.e. any class of the warrior group in the first field, wizard in the second, priest in the third, and so on.
Multi-/Dual-class question | Dual-class active class question |
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Single / restricted Dual-class updated | Multi- / unrestricted Dual-class updated |
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If you have the Ravenloft tab open when clicking the button then the Ravenloft specific saving throws for Fear, Horror, and Madness are also updated. I found the tables for these in the Domains of Dread p. 247 - 274
I hope you will enjoy the feature!
So my DM has been in a pickle more than once because he forgot to set the saving throws for a monster, because those are the only values not available in the Monstrous Manual (MM). Also the rules on how to set these saving throw do not align between the Dungeon Master Guide (DMG) and the MM. (What a surprise when it comes to 2E)
This gives the following breakdown:
Monster Health | Monstrous Manual level | Dungeon Master Guide Level |
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5d8+2 | 5 | 6 |
5d8+3 | 6 | 6 |
5d8+10 | 6 | 8 |
The DMG also includes Intelligence into the calculation, so if a monster has 0 intelligence it gets worse saving throws. Death and Poison saves however ignore the scaling all together and only look at the hit dice.
Finally the DMG basically sees monsters as multi-class characters instead of single class, so if a monster can both fight (warrior) and cast priest spells (priest) such as many shamans, then they get the best of both the Warrior and Priest saving throws.
TL;DR: In short the DMG tends to make monsters tougher in general
Because of this I opted to use the DMG as it is more precise.
When you click the button to update monster saves you get asked what class attributes the monster has and then saving throws are calculated:
Here is the output from a monster with and without intelligence:
Intelligent Monster | Non-intelligent monster |
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I added the three paragraphs about saving throws from the DMG on the sheet so it is easier to find and consult.
For all of this to work, the monster intelligence dropdown has been changed to have single values instead of ranges. A single value is needed to correctly calculate the saving throws
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For Warrior, Wizard, Priest, Rogue, and Psionicst followers, whenever you update their level, their THAC0 for all 3 weapons and their saving throws are updated as if they are a single class character. If anyone is using multi-class characters in the follower fields, and this is messing up your games. Please let me know.
Secret and Concealed doors did not have a button because it was ment to be done by the DM. After the update with the rogue abilities, where I made secret DM rolls I opted to use the same approach for secret doors.
Clicking the button sends a message with a button for the DM to click.
The DM is then asked if the door is Concealed or Secret
Finding a concealed door is a bit contradictory between the Player’s Handbook (PHB) and the DMG. The PHB only list elves and half-elves to have the ability to find concealed doors, on a 50-50 chance, while the DMG says that searching for concealed doors is automatically successful as it is just a regular door hidden behind a curtain or under a rug, i.e. it is pretty hard to miss if you look. I went with the DMG description as it makes more sense to me.
The resulting check is always successful, and it is up to the DM to describe what the players see.
Secret doors are a bit more codified, in that elves and half-elves find them on a 1, or 2, on a d6. However other races are not mentioned in the PHB, which is a missing part from 1E. Here Sage Advice #152 and #273 clarifies that non-elven characters find secret doors on a 1 on a d6. Therefore the numbers given in the input are only for Secret doors.
The DM is also asked if the players have seen the door in use / know that it is there and only need to find the mechanism to open it. If so the players get a +1 to their check.
Finally the success and failure text indicate time spent and that the character searching cannot try again on the same wall.
Failure | Success, unknown door | Success, known door |
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Notes have also been added specific to finding secret doors
I have been thinking of having a tab with various DM knowledge and now I have added it.
It contains the same button for secret doors check as the one clicked in the chat by the DM, so the DM can at any time roll to see if a secret door is found and also roll and check if an elf/half-elf noticed a concealed door when walking through a room.
Elven success | Elven failure |
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As I was doing a lot of Saving throw, it only felt natural to also add Item saving throws to have them quickly available! And because the Revised (black book) DMG have 3 errors in its item saving throw table. Errata for this was found with the Wayback Machine on the old Wizard of the Coast (WotC) website, and cross references with the Original (blue book) DMG, 3rd printing. The rolls implemented on the sheet are the corrected values.
Notes have been added to clarify how various magical items improve their role depending on the situation
I was told it was a bit hard to get THAC0 and Proficiencies right when multi-classing so I added formulas for each of these to the dropdowns. Both takes the best value across all 5 classes, as if you were a 5-way multi-class, i.e. a fighter/mage/cleric/thief/psionicist. If your level in any of the classes is 0, then the value for that class it is ignored.
Note 1: It is expected that each class is placed in the correct field for the class group. So figher levels are placed in the 1st field, priest in the 3rd field and Psionicist in the 5th field.
Note 2: For both of these multi-class macros to work, it is a must, that every class has a number in their level field, so if a class is not in use put “0” in their level. Do not leave the field empty, or put a dash, whitespace or anything else. It must be a number. For this reason the level fields are now required to be numbers and do not allow for other characters to be written in them. The initial value on all level fields have also been set to 0.
The macro for multi-classes can also be used for dual-classes if restrictions are lifted, i.e. the active class is higher level than all other classes. If the active class is below or equal to any of the other classes, you can pick the macro for that one class.
Weapon proficiencies | Nonweapon Proficiencies |
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For proficiencies there is a bit of dispute on how to handle multi-classes. The PHB takes the best of all initial values and then only gives a slot when the fastest of the classes progresses. Sage Advice #243 (and many players I have talked to) give a proficiency point every time any of the classes progresses. Both approaches have been added so you can pick the one you like.
Dual-classes is not yet supported as a very brief discussion between just 5 people started a huge discussion. Pulling in Sage Advice did not clear up anything and just heated the discussion, making it clear that there is no real consensus on the matter. It is therefore left to the individual games to handle dual-class character proficiencies.
Roll template output has been added for these three.
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Special Talents were also missing the modifier when using the Rating roll from the Character Point system.
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Suggestion for the new spheres introduced in the Tome of Magic was previously added based on various Sage Advice. It appears that the Priest’s Spell Compendium series updated that a bit, so the suggestion given in there has been used instead.
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Following these suggestions Paladins gains access to the sphere of War, Rangers to Weather, Clerics to Wards and either Law or Chaos.
I apparently forgot to add spell healing when using scrolls. This have been fixed. Please delete and readd any scrolls that have a healing component.
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I have been asked by multiple people to add direct support for Wands / Staffs / Rods. Would you like a separate section for each of these, i.e. one section for wands, one for staffs, and one for rods, or would you prefer to lump them all together into a single section, just like how Potions/Elixirs/Poisons are all lumped together?
Looking forward to hearing your opinion!
I'm good with a single section for all Wands/Staves/Rods.
Can we also get a section for Misc Magic?
And having a spot on the weapons tab for magic weapon macros would also be nice.
Many thanks for the fantastic update! Lots of cool features!
hi, building a quick access to monster saves for our DM. here is the macro I put together. every single one works great and rolls a save...except for poison. there is nothing special that I can see or different in the character sheet. what am I missing.
here is the error I am getting: No ability was found for %{Umber Hulk|monpoisave}
here is the code
/w gm GM &{template:2Edefault}{{name=@{selected|token_name}'s Saving Throw!}}{{subtitle= }}{{[- Magic Resist -](~@{selected|token_name}|monstermagicresist)}}{{[Paralyzation](~@{selected|token_name}|monparsave) [Poison](~@{selected|token_name}|monpoisave) [Death](~@{selected|token_name}|mondeasave)}}{{[Rod](~@{selected|token_name}|monrodsave) [Staff](~@{selected|token_name}|monstasave) [Wand](~@{selected|token_name}|monwansave)}}{{[Petrification](~@{selected|token_name}|monpetsave) [Polymorph](~@{selected|token_name}|monpolsave)}}{{[Breath Weapon](~@{selected|token_name}|monbresave) [Spell](~@{selected|token_name}|monspesave)}}{{ Special Defenses }} {{@{selected|monsterspecdefenses}}}{{desc=}}{{color=blue}}
gabriel b. said:
hi, building a quick access to monster saves for our DM. here is the macro I put together. every single one works great and rolls a save...except for poison. there is nothing special that I can see or different in the character sheet. what am I missing.
here is the error I am getting: No ability was found for %{Umber Hulk|monpoisave}
here is the code
/w gm GM &{template:2Edefault}{{name=@{selected|token_name}'s Saving Throw!}}{{subtitle= }}{{[- Magic Resist -](~@{selected|token_name}|monstermagicresist)}}{{[Paralyzation](~@{selected|token_name}|monparsave) [Poison](~@{selected|token_name}|monpoisave) [Death](~@{selected|token_name}|mondeasave)}}{{[Rod](~@{selected|token_name}|monrodsave) [Staff](~@{selected|token_name}|monstasave) [Wand](~@{selected|token_name}|monwansave)}}{{[Petrification](~@{selected|token_name}|monpetsave) [Polymorph](~@{selected|token_name}|monpolsave)}}{{[Breath Weapon](~@{selected|token_name}|monbresave) [Spell](~@{selected|token_name}|monspesave)}}{{ Special Defenses }} {{@{selected|monsterspecdefenses}}}{{desc=}}{{color=blue}}
Your macro is correct. It is the sheet that is wrong.
Apparently the monster saves have the poison save name set to:
roll_monparsaveThis means that Poison actually overwrites the Paralyzation roll.
Try and roll the Paralyzation again and check the chat, and you will see that it actually uses the value and text for Poison! Woops!
I will add a fix to the sheet to handle this! :)
Github PR: Pull Request
Hello everyone.
A small fix discovered by gabriel b.
The name used to reference the Poison save button was incorrect on the backend. This has been fixed:
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Calling the Poison save button via command would give this error %{selected|monpoisave} | Calling the Poison save button via command works %{selected|monpoisave} |
It can be seen here in the code that the Poison button actually is name "para" in the backend | The button is named correctly in the code |
Calling the paralyzation button via command actually rolls the Poison button and uses the poison value for the target. %{selected|monparsave} ---- This is the Paralyzation button | Calling the paralyzation button via command now correctly uses the paralyzation value and text %{selected|monparsave} ---- This is the Paralyzation button |
Thank you for letting me know of this bug. These small things are just annoying.
Have fun with your new macro! Cheers!
question for the community here. has anyone built out a monster library using the Monster character sheet that perhaps can be shared? I really really don't want to manually build up something new if one already is out there
RPGMaster comes with a library of Drag & Drop monsters - not static character sheets but the monster character sheet is completed dynamically - all appropriate dice rolls made (e.g. hit dice), weapons specified in the Monster Manual are equipped, magical / innate powers documented etc. However, not all monsters are coded - but over 450 are! This includes families of creatures like all types of Kobold, Ogre, Bullywug, etc (and some duplication to aid finding the right creature e.g. Silver Dragon is also listed as Dragon, Silver). In addition, all types of Dragon are coded, with the ability to "age" them, giving each dragon type the right powers and attack types for each age of a colour / metal.
Let me know if you want to know more, or search One-Click library for RPGMaster and install it, and drag any blank character sheet onto the map - a dialog pops up to either specify a character/NPC, click a button to make the sheet that of a container like a chest, or make it one of a long list of creatures. See what you think...
Richard @ Damery said:
RPGMaster comes with a library of Drag & Drop monsters - not static character sheets but the monster character sheet is completed dynamically - all appropriate dice rolls made (e.g. hit dice), weapons specified in the Monster Manual are equipped, magical / innate powers documented etc. However, not all monsters are coded - but over 450 are! This includes families of creatures like all types of Kobold, Ogre, Bullywug, etc (and some duplication to aid finding the right creature e.g. Silver Dragon is also listed as Dragon, Silver). In addition, all types of Dragon are coded, with the ability to "age" them, giving each dragon type the right powers and attack types for each age of a colour / metal.
Let me know if you want to know more, or search One-Click library for RPGMaster and install it, and drag any blank character sheet onto the map - a dialog pops up to either specify a character/NPC, click a button to make the sheet that of a container like a chest, or make it one of a long list of creatures. See what you think...
Your work continues to impress me day by day!
I of course would suggest that you load the RPGMaster suite and use all its facilities in your campaign, but I recognise that not all groups want to play using RPGMaster. So here's a suggestion for those who want the Creature Library but not RPGMaster:
If you just want to get access to the Creature Library, I recommend installing the whole of RPGMaster in a "blank" campaign using One-Click, use that campaign to create creature character sheets, then transmogrify the creature sheets to your game campaign. While not all the features of the creatures will work in the way designed (i.e. calls from API buttons to RPGMaster commands, such as RoundMaster status targeting commands in powers & spells, will not work) all the attacks, spell lists, equipment, powers etc will be inserted in the right places on the sheet (though the equipment list is still currently in the Potions table - historic reasons for that...). The Character Sheet Bio tab will also be completed with the full Monster Manual specs in text.
Hope that helps?
Hi, quick question. I have a bunch of MacroMule characters set up, with a variety of macros within them. I am trying to have a macro call out to the macros on these mules...but getting errors and I am not sure how to write it properly.
for example:
I have a master macro that would show a variety of buttons for various actions. each button would call out a macro on the mule.
here is the code
/w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name}'s Skill Check}}{{[Pick Pocket](~@{MacroMule_Saves|Ranger_PickPockets}) }} {{color=blue}}
here is the error
as a side note, Peter B. any way to make the thief checks not send as a whisper to the GM?
gabriel b. said:
as a side note, Peter B. any way to make the thief checks not send as a whisper to the GM?
No not as of right now. It can be done, but is not something I have on my todo list.
Peter B. said:
gabriel b. said:
as a side note, Peter B. any way to make the thief checks not send as a whisper to the GM?
No not as of right now. It can be done, but is not something I have on my todo list.
gotcha, any chance you can please take a look at my code and why I am getting that error? thank you!
gabriel b. said:
gotcha, any chance you can please take a look at my code and why I am getting that error? thank you!
I cannot see the error. Did you try to post a screen shot?
I have not had much experience with macro mules, but I think your chat button might be off:
{{ [Pick Pocket](~@{MacroMule_Saves|Ranger_PickPockets}) }} // Your code {{ [Pick Pocket](~MacroMule_Saves|Ranger_PickPockets) }} // My best guess
According to the https://wiki.roll20.net/Chat_Menus you dont need curly brackets around the attribute when you do chat buttons, but that might only apply when you reference a button that exists on the sheet. I am not sure how you correctly reference the Ranger_PickPockets as it does not exist on the sheet. Did you write this macro in the Attributes & Abilities tab?
More screenshots of your setup would go a long way with debugging :)
is there a macro that would change a number on the character sheet? for example, a macro that would change the number in the field @{selected|repeating_spells-pri1_$X_spell-memorized}
also, related to this. I wrote this macro to provide a list of spells memorized, but I do not know how to make the macro ignore spells that have a value of 0 for the memorized field. it appears that once you add a number, then later reduce that number to zero (0) it will henceforth list that spell when it should ignore it. ideas?
here is the code
/w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name}'s Spells}} {{Level 1=[@{selected|repeating_spells-wiz1_$0_spell-name} (@{selected|repeating_spells-wiz1_$0_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$0_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$0_spell-memorized|max}; ) [@{selected|repeating_spells-wiz1_$1_spell-name} (@{selected|repeating_spells-wiz1_$1_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$1_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$1_spell-memorized|max}; ) [@{selected|repeating_spells-wiz1_$2_spell-name} (@{selected|repeating_spells-wiz1_$2_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$2_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$2_spell-memorized|max}; )}}&{noerror}{{color=blue}}
gabriel b. said:
is there a macro that would change a number on the character sheet? for example, a macro that would change the number in the field @{selected|repeating_spells-pri1_$X_spell-memorized}
also, related to this. I wrote this macro to provide a list of spells memorized, but I do not know how to make the macro ignore spells that have a value of 0 for the memorized field. it appears that once you add a number, then later reduce that number to zero (0) it will henceforth list that spell when it should ignore it. ideas?
here is the code/w @{selected|token_name} &{template:2Edefault}{{name=@{selected|token_name}'s Spells}} {{Level 1=[@{selected|repeating_spells-wiz1_$0_spell-name} (@{selected|repeating_spells-wiz1_$0_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$0_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$0_spell-memorized|max}; ) [@{selected|repeating_spells-wiz1_$1_spell-name} (@{selected|repeating_spells-wiz1_$1_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$1_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$1_spell-memorized|max}; ) [@{selected|repeating_spells-wiz1_$2_spell-name} (@{selected|repeating_spells-wiz1_$2_spell-memorized}) ](~@{selected|character_name}|repeating_spells-wiz1_$2_spell-template" style="background: none; background-color: #F0FFFF; border: none; padding: 0px; text-decoration: none; color: purple; display:none; display: block@{selected|repeating_spells-wiz1_$2_spell-memorized|max}; )}}&{noerror}{{color=blue}}this is the output I get
Neither is impossible.
You cannot change a value on a character sheet with a macro alone. You need Mods (APIs) to do that or a built in button on the sheet.
You cannot ignore a default value. Once a value is set on a character sheet it will continue to be set. If would need a custom roll template built into the sheet to be able to ignore a certain value.