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Character sheet templates created by the community for use in Roll20.
License: MIT License
This project forked from roll20/roll20-character-sheets
Character sheet templates created by the community for use in Roll20.
License: MIT License
Process started for main character sheet. Complete for NPC and Vehicle sections.
Armor is giving a -2 penalty when checkbox is unchecked for wearing armor. Sheet is completely blank in armor but still giving -2 penalty.
Must manually delete ArmorType to remove the penalty. The checkbox is not working
Decide whether to use npc-CT or CT for Condition Track
...but I don't know what I'm doing. Sorry if this isn't the accepted way of doing this, I tried contacting you on Roll20 some time ago with no response.
Any tips?
Reported Perception notes are not appearing when rolled. Requires investigation.
Change from looking at dexterity score to Initiative modifier.
partial "/div" tag to the right of the word "flat-footed" in the Reflex Defense section
Use sheet workers to calculate value to remove the requirement to open/close sheet to refresh values
Line should read PC not NPC in this line. NPC Statblock send all isn't working.
<textarea type="text" name="attr_PCStatBlock" class="StatBlock sect" title="Stat Block Template Roll information"> {{name=@{character_name}}} **{{size=@{size}}}}** {{gender=@{gender}}} {{race=@{species}}} {{class=@{rank}}} {{destiny=@{Destiny}}} {{background=@{background}}} {{force=@{fp}}} {{forcedice=@{fp|max}}} {{dsp=@{dsp}}} {{init=[[@{Initiative}]]}} {{perception=[[@{perception}]]}} {{perception-notes=@{perception|max}}} {{language=@{language}}} {{ref=[[@{Reflex}]]}} {{flatref=[[@{ReflexFlatFooted}]]}} {{fort=[[@{Fortitude}]]}} {{will=[[@{will}]]}} {{hp=@{hp}/@{hp|max}}} {{ct=@{ct}}} {{dt=[[@{dt}]]}} {{immune=@{immune}}} {{speed=@{speed}}} {{meleeatk=[[ @{bab}+@{str|max} ]]}} {{meleedmg=[[ @{str|max}+@{level|max} ]]}} {{rangedatk=[[ @{bab}+@{dex|max} ]]}} {{rangeddmg=@{level|max}}} {{bab=@{bab}}} {{grapple=[[@{Grapple}]]}} {{atkoptions=@{AttackOptions}}} {{specialactions=@{SpecialActions}}} {{utf=[[@{usetheforce}]]}} {{powers=@{ForcePowers}}} {{regimens=@{ForceRegimens}}} {{secrets=@{ForceSecrets}}} {{techniques=@{ForceTechniques}}} {{maneuvers=@{StarshipManeuvers}}} {{systems=@{DroidSystems}}} {{str=@{str} (@{str|max})}} {{dex=@{dex} (@{dex|max})}} {{con=@{con} (@{con|max})}} {{int=@{int} (@{int|max})}} {{wis=@{wis} (@{wis|max})}} {{cha=@{cha} (@{cha|max})}} {{specialqualities=@{SpecialQualities}}} {{talent=@{Talents}}} {{feat=@{feats}}}</textarea>
{{size}}} one too many }}} Removing a } corrects it.
Revamp skill section calculations with sheetworkes to speed up the calculations and remove the requirement to open and close the sheet to refresh the values.
When using macros for abilities, it doesn't factor in any mods, just get the dice rolls.
A recent change has ruined the formatting for DSP, making it red and appearing as "[dark_side_points]", which in turn shoves the Force Points dice down one line.
Once a PC hits level 10, Armored Defense (without Improved Armored Defense) will only calculate correctly if the armor bonus to Ref is 0 or 1. Once the PC hits level 20, it will also calculate correctly if the armor bonus to Ref is 0, 1, or 2. And if you put in level 30, it's good for an armor bonus of 0-3.
There's a checkbox for double carrying capacity, which only comes from a 5th degree droid talent. (Carrying capacity based on size is already factored in, and does not need a separate figure.)
The Extra Legs droid system gives +50% carrying capacity, and this is more likely to come into play than that one talent. Whether it replaces to double carrying capacity or is added as an extra checkbox (or changed to a dropdown menu) doesn't matter.
Since droids do not have a Con score, it would be good if we can have that represented on the sheet. This could be worked around easily by just putting in a score of 10, but with the new Use Second Wind button, that might give an inaccurate number.
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