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My fork of the Roll20 characters sheets. Used for developing the Stars Without Number: Revised sheet. My code here: https://github.com/Karlinator/roll20-character-sheets/tree/master/Stars_Without_Number_Revised

License: MIT License

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actoba avatar alzam01 avatar amandasearle avatar anduh avatar ap3h3ad avatar clevett avatar coalpoweredpuppet avatar djjus avatar joesinghaus avatar kaias26 avatar karlinator avatar kreuvf avatar kurohyou avatar lockbox313 avatar madcoder253 avatar mlenser avatar mperes avatar nathaterrien avatar pjbehr87 avatar plutosdad avatar rhallinan avatar rhomicron avatar rileydutton avatar solarswordsman avatar suldae avatar vince-roll20 avatar wing-it avatar xophra avatar zakarik avatar zeteticl avatar

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roll20-character-sheets's Issues

Easier place to track extra effort

Can you add an easier way to add Effort Modifier in the sheet? (For things like Psychic Training focus)

I'm not counting the "attributes and abilities" page, that one seems to be working but less convenient.

Thanks!

Handle encumbrance 1/3 gear

Multiple pieces of gear have weight 1# in the book, which means that you can pack three of them to only take up 1 encumbrance. This is a somewhat annoying detail, since the number fields do not support fractions well. Easiest way to do this in a rules-compatible way, as far as I can see, is to allow decimal values for Enc, but always round up the result. Then you could write 0.33 as a fair enough approximation that should convey what's going on (and the autofill script could do the same).

Effort modifier has no effect

Trying to modify effort due to bonuses. Effort modifier appears to be able to be changed but does not seem to change on the sheet.

Responsive design

Reduce the min-width for the character sheet and instead stack things vertically. Should be possible by messing around with the grid details. This should have higher priority for NPCs.

Weapon encumbrance

There's several ways of doing weapon encumbrance:

  1. For each weapon, add a linked field above the rest of the gear where you can set encumbrance and readied/stowed/other status. Pro: everything that affects encumbrance is in one place. Con: It's not in the same place as the weapon itself. <- (my personal favourite)
  2. Set Enc and status directly on the weapon. Pro: everything about a weapon is in the same place. Con: stuff that affects encumbrance is spread all over the sheet.
  3. Both 1) and 2). Pro: combined Pros of 1) and 2). Con: having linked fields in two different places might be confusing.
  4. Both 1) and 2), but make the info in the gear section read-only.

Opinions?

Class Ability | Populate & Export to Chat

Users have requested the ability to populate the class ability under Foci and export it like any other created foci. I think right now the word "Class Ability" is a glorified subheader, we should clean that up.

sheet version text hasn't updated since 2.2.0

Not sure how to fix it, or if anyone else has noticed but the version text at the bottom of the sheet still says v2.2.0. I even created a brand new game, made a character sheet, and when I checked it still said v2.2.0.
Kind of a nitpick, but since that is the only version information I can find on the sheet itself, aside from the very obvious changes to it, it is kind of weird for it to not update correctly.

Skills quick menu (in chat) lists -1 for all skill levels

Hi Karlinator,

See the title: Skills quick menu (in chat) lists -1 for all skill levels, makes it difficult to figure which skill you are good at.

Another note in the character sheet, perhaps make an easier way when you use a Quick Menu skill roll to pick the Attribute after clicking the skill (rather than put in a numeric Attribute score, which requires players to look up).

Maybe something like this: in the drop-down for # of dice, you have "2d6, 3d6, 4d6, or Ask." Similarly, make an "Ask" option for the Attribute, would be super helpful for campaigns where skills are not tied to a specific attribute.

Thanks,
Aaron

Sheet workers are not firing

the rulebook

Improve Saving Throws
The PC becomes more capable of evading chance harms and perils. Their saving throw scores decrease by one, making it easier to succeed on saving throws by rolling equal or over it. As a first level character has saving throw scores of 15, reaching second level would lower them to 14, modified by attributes.

but the Character Sheet does not automatically detract the Level from saving throws.
that would a be a small quality of live change

9fde0bdbdba2168ad61456fb7e8c89e6

Ammo Tracking support

We've been asked to make ammo dynamically spend itself. Possible issues if people are testing a weapon or such - probably could add a global "Track Ammo On/Off" while they are setting things up.

Item descriptions

We should add a description field for items so people can add some detail on how a particular thing works without having to force it into Cyberware.

Items In Weapon Section Shouldn't Always Be In Equipment

It's convenient that items you add to the weapon section appear in the equipment section also, but it'd be nice to at least be able to delete them from the equipment section. Things like a Telekinetic's attack abilities or an unarmed attack don't belong in the equipment section.

NPC rolling

Hello,

I am having an issue with the roll20 SWN revised character sheet (says 2.2.0 on the roll20 sheet). I created a new character, toggled to NPC and then filled out some information on the attacks (damage ab...). When I press the "Attacks" button in quick menus I get an error message "Unable to find a player or character with name: Jeffroy" where Jeffroy in the first part of the full name of the character sheet.

I also noticed that you can't specifically add a weapon like you can in the PC character sheet which seems like a detriment.

Thanks

EDIT: This was caused by having quotes in the sheet title!

Permanent strain from cyberware

There should be an interface for automatically adding up the permanent strain from cyberware, while still allowing people to add some more manually.

Armor details

It would be nice if the armors section would work like the weapons section in that what is added there gets added to the gear section. Unlike weapons 0 encumbrance armor probably still should be added to the list. This would mean that we can just add the description of the armors to the gear, but if we remove the armor we don't have to remove it twice.
This is mostly good for Artifact armors that have special things about them.

Sheet not updating

I have not gotten the update to 1.4 in any of the games I'm in or in any new games I make.
Has roll20 not updated the sheets to the current master, or is it just me?

Attack rolls while using First edition skill list.

Hello.

I noticed that since the sheet was updated to version 1.6, you added an option to use First edition skill set optionally. Personally, I prefer the First edition skill list, so this is great.

Buuut as it happens, attack rolls are broken when using the First edition skills option. The attack rolls always default to using Revised edition "Shoot" skill. Tested this by jumping between the two skill list settings and changing combat related skill levels. While First edition skill list was active, it did not matter which skill was selected for a weapon, it always used what ever skill level I had left for Shoot skill in Revised edition settings.

I probably should also mention: I noticed some weird behavior from the weapons skill selection drop-down menu. When I create a weapon (add a new row under weapons) while using First edition skill list, it always shows Revised edition list for a second, before updating to First edition skill list. Don't know if that "lag" (I guess) has anything to do with the issue.

A complete Ship section overhaul.

I've had this in the back of my mind for a while, and it certainly might not be in the next version (v2.2.0 is all about autofilling everything, including ship modules), but there are a bunch of ways in which the current Ship sheet fails to be all that useful.

  • Rolling ship weapons. We've been discussing adding a field where you can type in the name of the character currently in gunnery, and the ship sheet will then use that character's AB, Dex/Int and Shoot skill when rolling the attack.
  • Keeping track of Command Points. A simple number box would kind of work I guess, but I kind of want something better when we overhaul the whole section anyway. We could add some automation to it (especially for Pro users with the ChatSetAttr API script like we did for ammo).
  • Building ships. The current v2.2.0 alpha includes autofilling stats for all the hulls, weapons, fittings, and defences. Calculating the total cost of the ship (and from there the maintenece cost) should be easy.
  • Mods. This is a topic of some concern, as it sort of touches everything. I'm not sure if the best strategy is to add mods for ships separately to equipment mods in the rest of the sheet, but it definiately belongs in a list of things we're missing.

This is a sort of mega-thread for all ideas and suggestions for a ship section averhaul. Keep the ideas flowing!

Incorrect skill mod applied

All of the skill mods appear correctly in the character sheet itself, but when a roll is performed it's applying 1 less than the correct mod. For example, even they have no skill, it's applying -2. If they have shoot-0, it's applying -1, etc.

Request: Multiple Armour fields

Some armours can be reasonably worn under another set of armour, and some armours are only ever worn when the user is able to prepare ahead of time, whilst simultaneously wearing something more form fitting underneath.

A key example comes when wearing an artifact armour such as a Ghost Mantle under a Field Emitter Panapoly's shields. If the FEP is offline, then the AC to check against is the Ghost Mantle's 15 instead of the FEP's 20; simultaneously, I cannot reasonably use the Ghost Mantle's stealth bonus whilst the FEP is online.

So I'd like to request that there be multiple armour fields similar to how there are multiple weapon fields to help keep quick-references handy, as well as a check box to indicate which one is active, given that Storm Armour (and therefore FEP) modifies Strength for the purposes of Encumbrance.

Change the `Hit Points` button to do the correct thing when the Heroic option is chosen

It would be nice if when the heroic option is chosen the Hit Points text button would do the correct math, as Heroic characters don't roll HP so much as just max out the dice and then half the total.

I've been using this on my campaigns:
ceil(([[6*@{level}]] [Level] + [[@{level}*@{con_bonus}]] [Con] + [[@{level}*?{Per Level Bonus|0}]] [Bonus])/2) so that the players don't have to do the math.

True AI support (Deluxe)

Couple requests for True AI Support. Definitely a down the road feature. Would have to be a setting toggle ala Space Magic.

  • Remove psionics skill names (True AI routines don't have associated skills).
  • Change "Effort" to "Processing".
  • Add tracking for AI Processing points (requires some way of tracking max processing nodes, ideally allow adding multiple sources since losing access to a node drops down to the next largest node you have access to).
  • Replace cybernetics with integrated equipment (capacity is 2 items per level).

Add a place to track Drones

My current thinking is that this will come as a new header/section in the character sheet.

Other possibility is to put it under gear, but it's a pretty big section to add into gear like that. Also it's kind of separate from normal gear.

Allow importing autofill data.

This is something of a 'maybe' thing, but it would be possible to allow for importing of correctly formatted autofill data I think. Something in the sheet default settings where you can paste the data and then retrieve it from that attribute in the worker. Might be too much work for little gain, though it would be nice for homebrew-heavy or supplement-heavy games with a GM that likes to tinker.

This might also be entirely impossible, or else very limited, by the actual dropdowns in the sheet, seeing as how we can't manipulate the DOM from the worker. Perhaps a system of one or two extra options in each dropdown, labeled 'custom 1' etc can then be linked to whatever the GM has entered in the sheet default settings for that custom dropdown attribute. This would be limited in number, but would allow a few oft-used imported or homebrew statblocks to be readily deployed and autofilled.

Space travel time and cost macro.

Create a button that will calculate travel times based on spike drive rating, and also travel cost in fuel and upkeep/payroll and standard prices. Should also account somehow for the pilot giving a drive bonus by wither the Starfarer focus or by trimming the course.

Query for attribute when rolling skill set to none.

Rolling a skill without an attribute really doesn't happen. At all. Maybe the default "none" option should instead query for attribute (so you can set some skills that are always switching attribute to ask instead).

Alternatively, if we want to keep"none" as an option, simply make the default be "ask" and keep "none" as a separate option.

Edit/play mode isn't super obvious.

One bug report has already come in where the user couldn't make any rolls because they were in edit mode. Could we find a way of making it more obvious when Edit mode is engaged?

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