Fixed a glitch introduced in the last update with the Equipment sorting buttons displaying askew when viewed in FF.
Added title text to Armor Details item name that gives some explanation on how Armor Details and Equipment|Armor interact.
Fixed armor row columns display/alignment if armor is marked as "magical" and Equipment tab was filtered to show "Magic" items only.
Adding a new equipment item will check the current Equipment tab and set the equipment type to match.
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.
Previous
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.
Fixed Equipment tabs for Carried|Not Carried|Mount|All not filtering.
Updated sheetworker logic used when creating new repeating rows. Allows API mods to detect the default values.
Updated the NWP title-text, inverting the +/- appropriately so it makes sense. Added an additional option in the NWP row dropdown to include a "vs Base" (which will give a roll-time query to enter a base/target value) to accommodate anyone that is using OA's version of NWP.
Open Doors changed from percentage roll to d6 (or larger die for demi-god level STR values).
Added additional logic to auto-fill bonus languages as per PHB. Previously the sheet only auto-filled Humans. This update will only effect new characters going forward. @{bonuslanguages} will remain unchanged for existing characters unless Race or INT are changed.
Added setting the NWP default values using sheetworkers upon row creation to help with API attribute recognition. ie ScriptCards. Also added a "Val." column to show the current value of the Ability selected.
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.
Added options to autofill Thief Skills racial and Dex modifiers.
Added an option to the Thief Skills to sync to a class. Base value will continue to auto-adjust whenever the class level changes.
Added an option to the Attack Matrix/THAC0 section to sync to-Hit values to a class. Table data will continue to auto-adjust whenever the class level changes. Multi/Dual-class characters should choose the most favorable class. Class names entered on the sheet need to match one of the core 1e classes in order for this option to work.
Added an option to use a 5% progression based to-Hit table for Fighters. (DMG p74) Use 5% checkbox added to Settings|Misc. Options and inside the Attack/THAC0 Matrix window.
Attack/THACO Matrix section has been updated so that it's opened/closed state will remain persistent. It will be open by default on new sheets.
Removed the character_name validation warning for the use of commas within a character's name.
MOVE:OTHER:HIT DICE:+ HIT POINTS:/ % IN LAIR:TREASURE TYPE:NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:WEAKNESSES:MAGIC RESISTANCE:
Autofill Base as:
HD/Lvl:
LANGUAGES:INTELLIGENCE:ALIGNMENT:SIZE:Temp Size:HT:WT:PSIONIC ABILITY:Hide Other Psionics:Attack/Defense ModesLEVEL/XP VALUE:
Reminder: these are per-sheet settings only. DM's that would like to set their own defaults for new characters can do so using the Default Settings section found in the main Game Settings page. If you would also like to apply these settings to all existing characters in the game follow the wiki instructions:
{{#bigname}} {{bigname}} {{/bigname}} {{#name}} {{name}} {{/name}} {{#subtag}} {{subtag}} {{/subtag}} {{#bigtext1}}{{bigtext1}}{{/bigtext1}}{{#bigtext2}}{{bigtext2}}{{/bigtext2}}{{#bigtext3}}{{bigtext3}}{{/bigtext3}}{{#bigtext4}}{{bigtext4}}{{/bigtext4}}{{#bigtext5}}{{bigtext5}}{{/bigtext5}}{{#bigtext6}}{{bigtext6}}{{/bigtext6}}{{#bigtext7}}{{bigtext7}}{{/bigtext7}}{{#bigtext8}}{{bigtext8}}{{/bigtext8}}{{#bigtext9}}{{bigtext9}}{{/bigtext9}}{{#bigtext10}}{{bigtext10}}{{/bigtext10}}{{#bigtext11}}{{bigtext11}}{{/bigtext11}}{{#bigtext12}}{{bigtext12}}{{/bigtext12}}{{#roll_high}} {{#^rollLess() roll_high roll_target}} Success! {{/^rollLess() roll_high roll_target}} {{#rollLess() roll_high roll_target}} Failure... {{/rollLess() roll_high roll_target}} Roll = {{roll_high}} vs {{roll_target}} {{/roll_high}} {{#roll_low}} {{#^rollGreater() roll_low roll_target}} Success! {{/^rollGreater() roll_low roll_target}} {{#rollGreater() roll_low roll_target}} Failure... {{/rollGreater() roll_low roll_target}} Roll = {{roll_low}} vs {{roll_target}} {{#^rollGreater() roll_low roll_target2}} {{/^rollGreater() roll_low roll_target2}} {{#rollGreater() roll_low roll_target2}} Detectedroll is >= +21% failure{{roll_low}} vs {{roll_target2}} {{/rollGreater() roll_low roll_target2}} {{/roll_low}} {{#^rollTotal() roll 0}} Roll = {{roll}} {{/^rollTotal() roll 0}} {{#effect_type}} Effect Type{{effect_type}}{{/effect_type}} {{#spell_class}} {{spell_class}} {{#spell_class_level}}Level:{{spell_class_level}}{{/spell_class_level}} {{/spell_class}} {{#school}} Type{{school}}{{/school}} {{#spell_level}} Spell Level{{spell_level}}{{/spell_level}} {{#range}} Range{{range}}{{/range}} {{#duration}} Duration{{duration}}{{/duration}} {{#area_of_effect}} Area of Effect{{area_of_effect}}{{/area_of_effect}} {{#components}} Components{{components}}{{/components}} {{#casting_time}} Casting Time{{casting_time}}{{/casting_time}} {{#saving_throw}} Saving Throw{{saving_throw}}{{/saving_throw}} {{#save_type}} Save Type{{save_type}}{{/save_type}} {{#type}} Type:{{type}}{{/type}} {{#attribute_mod_1_name}} attribute_mod_1{{attribute_mod_1_name}}: {{#attribute_mod_1}}{{attribute_mod_1}}{{/attribute_mod_1}}{{#attribute_mod_1_max}}/{{attribute_mod_1_max}}{{/attribute_mod_1_max}}{{/attribute_mod_1_name}} {{#attribute_mod_2_name}} attribute_mod_2{{attribute_mod_2_name}}: {{#attribute_mod_2}}{{attribute_mod_2}}{{/attribute_mod_2}}{{#attribute_mod_2_max}}/{{attribute_mod_2_max}}{{/attribute_mod_2_max}}{{/attribute_mod_2_name}} {{#attribute_mod_3_name}} attribute_mod_3{{attribute_mod_3_name}}: {{#attribute_mod_3}}{{attribute_mod_3}}{{/attribute_mod_3}}{{#attribute_mod_3_max}}/{{attribute_mod_3_max}}{{/attribute_mod_3_max}}{{/attribute_mod_3_name}} {{#attribute_mod_4_name}} attribute_mod_4{{attribute_mod_4_name}}: {{#attribute_mod_4}}{{attribute_mod_4}}{{/attribute_mod_4}}{{#attribute_mod_4_max}}/{{attribute_mod_4_max}}{{/attribute_mod_4_max}}{{/attribute_mod_4_name}} {{#attribute_mod_5_name}} attribute_mod_5{{attribute_mod_5_name}}: {{#attribute_mod_5}}{{attribute_mod_5}}{{/attribute_mod_5}}{{#attribute_mod_5_max}}/{{attribute_mod_5_max}}{{/attribute_mod_5_max}}{{/attribute_mod_5_name}} {{#attribute_mod_6_name}} attribute_mod_6{{attribute_mod_6_name}}: {{#attribute_mod_6}}{{attribute_mod_6}}{{/attribute_mod_6}}{{#attribute_mod_6_max}}/{{attribute_mod_6_max}}{{/attribute_mod_6_max}}{{/attribute_mod_6_name}} {{#rollGreater() locked_doors 0}} {{#locked_doors}} {{locked_doors}} {{/locked_doors}} {{/rollGreater() locked_doors 0}} {{#uses_max}} {{#^rollTotal() uses_max 0}} {{#uses}} Uses:{{uses}}/{{uses_max}} {{/uses}} {{/^rollTotal() uses_max 0}} {{/uses_max}} {{#quantity_max}} {{#quantity}} Qty:{{quantity}}/{{quantity_max}} {{/quantity}} {{/quantity_max}} {{#allprops() name subtag bigname bigtext1 bigtext2 bigtext3 bigtext4 bigtext5 bigtext6 bigtext7 bigtext8 bigtext9 bigtext10 bigtext11 bigtext12 footer freetext color effect_type school spell_level spell_class spell_class_level range duration area_of_effect components casting_time saving_throw save_type link type roll roll_high roll_low roll_target roll_target2 rolldecimal nwp_mod_applied mod_applied wis_applied current_encumbrance dex_adjustment quantity quantity_max uses uses_max whisper attribute_mod_1_name attribute_mod_1 attribute_mod_1_max attribute_mod_2_name attribute_mod_2 attribute_mod_2_max attribute_mod_3_name attribute_mod_3 attribute_mod_3_max attribute_mod_4_name attribute_mod_4 attribute_mod_4_max attribute_mod_5_name attribute_mod_5 attribute_mod_5_max attribute_mod_6_name attribute_mod_6 attribute_mod_6_max notes locked_doors}} {{key}}{{value}}{{/allprops() name subtag bigname bigtext1 bigtext2 bigtext3 bigtext4 bigtext5 bigtext6 bigtext7 bigtext8 bigtext9 bigtext10 bigtext11 bigtext12 footer freetext color effect_type school spell_level spell_class spell_class_level range duration area_of_effect components casting_time saving_throw save_type link type roll roll_high roll_low roll_target roll_target2 rolldecimal nwp_mod_applied mod_applied wis_applied current_encumbrance dex_adjustment quantity quantity_max uses uses_max whisper attribute_mod_1_name attribute_mod_1 attribute_mod_1_max attribute_mod_2_name attribute_mod_2 attribute_mod_2_max attribute_mod_3_name attribute_mod_3 attribute_mod_3_max attribute_mod_4_name attribute_mod_4 attribute_mod_4_max attribute_mod_5_name attribute_mod_5 attribute_mod_5_max attribute_mod_6_name attribute_mod_6 attribute_mod_6_max notes locked_doors}} {{#nwp_mod_applied}} NWP Mod Applied:{{nwp_mod_applied}} {{/nwp_mod_applied}}{{#mod_applied}} Mod Applied:{{mod_applied}} {{/mod_applied}}{{#wis_applied}} Wis Applied:{{wis_applied}} {{/wis_applied}}{{#dex_adjustment}} Dex Adj:{{dex_adjustment}} {{/dex_adjustment}}{{#encumbrance}} Encumbrance:{{encumbrance}} {{/encumbrance}}{{#rollTotal() current_encumbrance 0}}{{#current_encumbrance}} Encum/Bulk - NormalNone{{/current_encumbrance}}{{/rollTotal() current_encumbrance 0}}{{#rollTotal() current_encumbrance 1}}{{#current_encumbrance}} Encum/Bulk - HeavyNo DEX Bonus to Init.{{/current_encumbrance}}{{/rollTotal() current_encumbrance 1}}{{#rollTotal() current_encumbrance 2}}{{#current_encumbrance}} Encum/Bulk - Very HeavyNo DEX Bonus to Init, Delayed, +1 Segment if Surprised.{{/current_encumbrance}}{{/rollTotal() current_encumbrance 2}}{{#rollTotal() current_encumbrance 3}}{{#current_encumbrance}} Encum/Bulk - EncumberedNo DEX Bonus to Init or AC, Go Last in Init, +2 Segments if Surprised, Cannot Charge, Enemies get +2 to-hit.{{/current_encumbrance}}{{/rollTotal() current_encumbrance 3}}{{#notes}} Notes:{{notes}}{{/notes}} {{#freetext}} {{freetext}}{{/freetext}} {{#link}} [LINK]({{link}}){{/link}} {{#footer}}{{footer}}{{/footer}}
\ No newline at end of file
+
Monster
i
Important Sheet Announcements
v• 11/23/25'
Latest
Fixed a glitch introduced in the last update with the Equipment sorting buttons displaying askew when viewed in FF.
Added title text to Armor Details item name that gives some explanation on how Armor Details and Equipment|Armor interact.
Fixed armor row columns display/alignment if armor is marked as "magical" and Equipment tab was filtered to show "Magic" items only.
Adding a new equipment item will check the current Equipment tab and set the equipment type to match.
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.
Previous
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.
Fixed Equipment tabs for Carried|Not Carried|Mount|All not filtering.
Updated sheetworker logic used when creating new repeating rows. Allows API mods to detect the default values.
Updated the NWP title-text, inverting the +/- appropriately so it makes sense. Added an additional option in the NWP row dropdown to include a "vs Base" (which will give a roll-time query to enter a base/target value) to accommodate anyone that is using OA's version of NWP.
Open Doors changed from percentage roll to d6 (or larger die for demi-god level STR values).
Added additional logic to auto-fill bonus languages as per PHB. Previously the sheet only auto-filled Humans. This update will only effect new characters going forward. @{bonuslanguages} will remain unchanged for existing characters unless Race or INT are changed.
Added setting the NWP default values using sheetworkers upon row creation to help with API attribute recognition. ie ScriptCards. Also added a "Val." column to show the current value of the Ability selected.
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.
Added options to autofill Thief Skills racial and Dex modifiers.
Added an option to the Thief Skills to sync to a class. Base value will continue to auto-adjust whenever the class level changes.
Added an option to the Attack Matrix/THAC0 section to sync to-Hit values to a class. Table data will continue to auto-adjust whenever the class level changes. Multi/Dual-class characters should choose the most favorable class. Class names entered on the sheet need to match one of the core 1e classes in order for this option to work.
Added an option to use a 5% progression based to-Hit table for Fighters. (DMG p74) Use 5% checkbox added to Settings|Misc. Options and inside the Attack/THAC0 Matrix window.
Attack/THACO Matrix section has been updated so that it's opened/closed state will remain persistent. It will be open by default on new sheets.
Removed the character_name validation warning for the use of commas within a character's name.
TYPE:FREQUENCY:NO. APPEARING:ARMOR CLASS:AR:IgnoreMOVE:OTHER:HIT DICE:+ HIT POINTS:/ % IN LAIR:TREASURE TYPE:NO. OF ATTACKS:DAMAGE/ATTACK:SPECIAL ATTACKS:SPECIAL DEFENSES:WEAKNESSES:MAGIC RESISTANCE:
Autofill Base as:
HD/Lvl:
LANGUAGES:INTELLIGENCE:ALIGNMENT:SIZE:Temp Size:HT:WT:PSIONIC ABILITY:Hide Other Psionics:Attack/Defense ModesLEVEL/XP VALUE:
Reminder: these are per-sheet settings only. DM's that would like to set their own defaults for new characters can do so using the Default Settings section found in the main Game Settings page. If you would also like to apply these settings to all existing characters in the game follow the wiki instructions:
{{#bigname}} {{bigname}} {{/bigname}} {{#name}} {{name}} {{/name}} {{#subtag}} {{subtag}} {{/subtag}} {{#bigtext1}}{{bigtext1}}{{/bigtext1}}{{#bigtext2}}{{bigtext2}}{{/bigtext2}}{{#bigtext3}}{{bigtext3}}{{/bigtext3}}{{#bigtext4}}{{bigtext4}}{{/bigtext4}}{{#bigtext5}}{{bigtext5}}{{/bigtext5}}{{#bigtext6}}{{bigtext6}}{{/bigtext6}}{{#bigtext7}}{{bigtext7}}{{/bigtext7}}{{#bigtext8}}{{bigtext8}}{{/bigtext8}}{{#bigtext9}}{{bigtext9}}{{/bigtext9}}{{#bigtext10}}{{bigtext10}}{{/bigtext10}}{{#bigtext11}}{{bigtext11}}{{/bigtext11}}{{#bigtext12}}{{bigtext12}}{{/bigtext12}}{{#roll_high}} {{#^rollLess() roll_high roll_target}} Success! {{/^rollLess() roll_high roll_target}} {{#rollLess() roll_high roll_target}} Failure... {{/rollLess() roll_high roll_target}} Roll = {{roll_high}} vs {{roll_target}} {{/roll_high}} {{#roll_low}} {{#^rollGreater() roll_low roll_target}} Success! {{/^rollGreater() roll_low roll_target}} {{#rollGreater() roll_low roll_target}} Failure... {{/rollGreater() roll_low roll_target}} Roll = {{roll_low}} vs {{roll_target}} {{#^rollGreater() roll_low roll_target2}} {{/^rollGreater() roll_low roll_target2}} {{#rollGreater() roll_low roll_target2}} Detectedroll is >= +21% failure{{roll_low}} vs {{roll_target2}} {{/rollGreater() roll_low roll_target2}} {{/roll_low}} {{#^rollTotal() roll 0}} Roll = {{roll}} {{/^rollTotal() roll 0}} {{#effect_type}} Effect Type{{effect_type}}{{/effect_type}} {{#spell_class}} {{spell_class}} {{#spell_class_level}}Level:{{spell_class_level}}{{/spell_class_level}} {{/spell_class}} {{#school}} Type{{school}}{{/school}} {{#spell_level}} Spell Level{{spell_level}}{{/spell_level}} {{#range}} Range{{range}}{{/range}} {{#duration}} Duration{{duration}}{{/duration}} {{#area_of_effect}} Area of Effect{{area_of_effect}}{{/area_of_effect}} {{#components}} Components{{components}}{{/components}} {{#casting_time}} Casting Time{{casting_time}}{{/casting_time}} {{#saving_throw}} Saving Throw{{saving_throw}}{{/saving_throw}} {{#save_type}} Save Type{{save_type}}{{/save_type}} {{#type}} Type:{{type}}{{/type}} {{#attribute_mod_1_name}} attribute_mod_1{{attribute_mod_1_name}}: {{#attribute_mod_1}}{{attribute_mod_1}}{{/attribute_mod_1}}{{#attribute_mod_1_max}}/{{attribute_mod_1_max}}{{/attribute_mod_1_max}}{{/attribute_mod_1_name}} {{#attribute_mod_2_name}} attribute_mod_2{{attribute_mod_2_name}}: {{#attribute_mod_2}}{{attribute_mod_2}}{{/attribute_mod_2}}{{#attribute_mod_2_max}}/{{attribute_mod_2_max}}{{/attribute_mod_2_max}}{{/attribute_mod_2_name}} {{#attribute_mod_3_name}} attribute_mod_3{{attribute_mod_3_name}}: {{#attribute_mod_3}}{{attribute_mod_3}}{{/attribute_mod_3}}{{#attribute_mod_3_max}}/{{attribute_mod_3_max}}{{/attribute_mod_3_max}}{{/attribute_mod_3_name}} {{#attribute_mod_4_name}} attribute_mod_4{{attribute_mod_4_name}}: {{#attribute_mod_4}}{{attribute_mod_4}}{{/attribute_mod_4}}{{#attribute_mod_4_max}}/{{attribute_mod_4_max}}{{/attribute_mod_4_max}}{{/attribute_mod_4_name}} {{#attribute_mod_5_name}} attribute_mod_5{{attribute_mod_5_name}}: {{#attribute_mod_5}}{{attribute_mod_5}}{{/attribute_mod_5}}{{#attribute_mod_5_max}}/{{attribute_mod_5_max}}{{/attribute_mod_5_max}}{{/attribute_mod_5_name}} {{#attribute_mod_6_name}} attribute_mod_6{{attribute_mod_6_name}}: {{#attribute_mod_6}}{{attribute_mod_6}}{{/attribute_mod_6}}{{#attribute_mod_6_max}}/{{attribute_mod_6_max}}{{/attribute_mod_6_max}}{{/attribute_mod_6_name}} {{#rollGreater() locked_doors 0}} {{#locked_doors}} {{locked_doors}} {{/locked_doors}} {{/rollGreater() locked_doors 0}} {{#uses_max}} {{#^rollTotal() uses_max 0}} {{#uses}} Uses:{{uses}}/{{uses_max}} {{/uses}} {{/^rollTotal() uses_max 0}} {{/uses_max}} {{#quantity_max}} {{#quantity}} Qty:{{quantity}}/{{quantity_max}} {{/quantity}} {{/quantity_max}} {{#allprops() name subtag bigname bigtext1 bigtext2 bigtext3 bigtext4 bigtext5 bigtext6 bigtext7 bigtext8 bigtext9 bigtext10 bigtext11 bigtext12 footer freetext color effect_type school spell_level spell_class spell_class_level range duration area_of_effect components casting_time saving_throw save_type link type roll roll_high roll_low roll_target roll_target2 rolldecimal nwp_mod_applied mod_applied wis_applied current_encumbrance dex_adjustment quantity quantity_max uses uses_max whisper attribute_mod_1_name attribute_mod_1 attribute_mod_1_max attribute_mod_2_name attribute_mod_2 attribute_mod_2_max attribute_mod_3_name attribute_mod_3 attribute_mod_3_max attribute_mod_4_name attribute_mod_4 attribute_mod_4_max attribute_mod_5_name attribute_mod_5 attribute_mod_5_max attribute_mod_6_name attribute_mod_6 attribute_mod_6_max notes locked_doors}} {{key}}{{value}}{{/allprops() name subtag bigname bigtext1 bigtext2 bigtext3 bigtext4 bigtext5 bigtext6 bigtext7 bigtext8 bigtext9 bigtext10 bigtext11 bigtext12 footer freetext color effect_type school spell_level spell_class spell_class_level range duration area_of_effect components casting_time saving_throw save_type link type roll roll_high roll_low roll_target roll_target2 rolldecimal nwp_mod_applied mod_applied wis_applied current_encumbrance dex_adjustment quantity quantity_max uses uses_max whisper attribute_mod_1_name attribute_mod_1 attribute_mod_1_max attribute_mod_2_name attribute_mod_2 attribute_mod_2_max attribute_mod_3_name attribute_mod_3 attribute_mod_3_max attribute_mod_4_name attribute_mod_4 attribute_mod_4_max attribute_mod_5_name attribute_mod_5 attribute_mod_5_max attribute_mod_6_name attribute_mod_6 attribute_mod_6_max notes locked_doors}} {{#nwp_mod_applied}} NWP Mod Applied:{{nwp_mod_applied}} {{/nwp_mod_applied}}{{#mod_applied}} Mod Applied:{{mod_applied}} {{/mod_applied}}{{#wis_applied}} Wis Applied:{{wis_applied}} {{/wis_applied}}{{#dex_adjustment}} Dex Adj:{{dex_adjustment}} {{/dex_adjustment}}{{#encumbrance}} Encumbrance:{{encumbrance}} {{/encumbrance}}{{#rollTotal() current_encumbrance 0}}{{#current_encumbrance}} Encum/Bulk - NormalNone{{/current_encumbrance}}{{/rollTotal() current_encumbrance 0}}{{#rollTotal() current_encumbrance 1}}{{#current_encumbrance}} Encum/Bulk - HeavyNo DEX Bonus to Init.{{/current_encumbrance}}{{/rollTotal() current_encumbrance 1}}{{#rollTotal() current_encumbrance 2}}{{#current_encumbrance}} Encum/Bulk - Very HeavyNo DEX Bonus to Init, Delayed, +1 Segment if Surprised.{{/current_encumbrance}}{{/rollTotal() current_encumbrance 2}}{{#rollTotal() current_encumbrance 3}}{{#current_encumbrance}} Encum/Bulk - EncumberedNo DEX Bonus to Init or AC, Go Last in Init, +2 Segments if Surprised, Cannot Charge, Enemies get +2 to-hit.{{/current_encumbrance}}{{/rollTotal() current_encumbrance 3}}{{#notes}} Notes:{{notes}}{{/notes}} {{#freetext}} {{freetext}}{{/freetext}} {{#link}} [LINK]({{link}}){{/link}} {{#footer}}{{footer}}{{/footer}}
\ No newline at end of file
diff --git a/ADnD_1E_Revised/src/index.html b/ADnD_1E_Revised/src/index.html
index ebbf5c9d9d..e703d4d250 100644
--- a/ADnD_1E_Revised/src/index.html
+++ b/ADnD_1E_Revised/src/index.html
@@ -4163,7 +4163,7 @@