diff --git a/Beacon/beacon.css b/Beacon/beacon.css index 8f4f8315a4..f174f9922d 100644 --- a/Beacon/beacon.css +++ b/Beacon/beacon.css @@ -215,7 +215,6 @@ label div { background: url('https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Beacon/Assets/hp.png') no-repeat 20% 0% / 6.6em auto; } -/* END Graphic Boxes */ /* Spell Page Settings */ .charsheet div[class^="sheet-spell-page"] @@ -619,12 +618,12 @@ div[data-groupname^="repeating_spellbook"] .repitem, -moz-appearance: textfield; } -.charsheet input[disabled].sheet-passive-skill-score { +/* .charsheet input[disabled].sheet-passive-skill-score { background-color: #def6fc; border-color: #ddd; cursor: not-allowed; -moz-appearance: textfield; -} +} */ .charsheet input[disabled]::-webkit-inner-spin-button, .charsheet input[disabled]::-webkit-outer-spin-button { @@ -650,7 +649,6 @@ div[data-groupname^="repeating_spellbook"] .repitem, color: #ff0000; } - .charsheet .sheet-sub-header { background-color: #cecece; vertical-align: bottom; @@ -683,6 +681,8 @@ div[data-groupname^="repeating_spellbook"] .repitem, background-color: #ccffff; } +/* Conditional formatting */ + .charsheet input.sheet-redbox { background-color: #ccffff; } @@ -691,7 +691,7 @@ input.sheet-enccheck[value="1"] ~ input.sheet-redbox { background-color: #ce0632; color: #ffffff; font-weight: bold; -} +} /* Header section */ diff --git a/Beacon/beacon.html b/Beacon/beacon.html index 7d1835f710..5aaf81d592 100644 --- a/Beacon/beacon.html +++ b/Beacon/beacon.html @@ -8,12 +8,12 @@
 
- + Play Mode - + Update Mode - - Monster Mode + + NPC / Monster
@@ -25,7 +25,7 @@ Notes - Spellbook + Spells Show All @@ -49,12 +49,12 @@
Level
 
-
+

Gender

Age

Height

Weight
-
Morale
+
 
@@ -69,32 +69,34 @@
+
 
 
-

.
+

.
 
-

.
+

.
-
Damage
-
Spell Fatigue
+
Damage Fatigue
+
Spell Fatigue
+
 
Armor Class
-
Current Hit Points
+
Current HP
 
-
-
Hit Die
-
Attack Bonus
-
Damage Bonus
-
# Attacks
-
Base Speed
+
 
+
+
HD Type
+
Total HP
+
Speed
+
Morale
Current Load @@ -234,24 +236,25 @@
-

Armor

-

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. -
Use the checkboxes to indicate whether each row is is worn/equipped and update AC. If you have another feature that also modifies your AC then add that here too.

-
 
-

AC (worn armor)
- -
 
-

Dexerity Penalty
-
 
-

Total Speed Reduction
-
 
-

Combat Load
- -
+ +
 
+

Base Attack Bonus
+

Base Damage Bonus
+

# Attacks
+
 
+

AC (worn armor)
+

Dexerity Penalty
+

Total Speed Reduction
+
 
+

Combat Load
+
+

Armor

+

Add any equipment, effects or items here that give a benefit to your Armor Class (AC). This includes Armor, shields and any magical items or spells. +
Use the checkboxes to indicate whether each row is is worn/equipped and update AC. If you have another feature that also modifies your AC then add that here too.

@@ -507,15 +510,10 @@
Combat
Coins
- - Total Load
- - -
+ + Total Load +
+
 

Consumables

@@ -685,12 +683,12 @@
-

Spell Book

+

Spells

 
-
Temp Points
-
Spell Fatigue
+
Temp Points
+
Spell Fatigue
Casting Bonus
DC to Resist
@@ -1030,6 +1028,9 @@
+
+
 
+
Level
@@ -1051,63 +1052,79 @@
Base
Bonus
-
+
Strength
-
-
+
+
-
+
Dexterity
-
-
+
+
-
+
Mind
-
-
+
+
-
+
Charisma
-
-
+
+
+
+
+
 
+
+
+
Rogue Skill + +

Modify Base Skills

-
 
Skill
Base
+
Bonus
-
-
 
+
Physical
-
+
+
-
-
 
+
Subterfuge
-
+
+
-
-
 
+
Knowledge
-
+
+
-
-
 
+
Communion
-
+
+
-
-
 
+
Survival
-
+
+
-
-
 
+
Crafting
-
+
+
@@ -1130,7 +1147,7 @@
-

MONSTERS and NPCs

+

NPC / MONSTER

@@ -1273,7 +1290,7 @@ on("sheet:opened change:Class change:Level change:str change:mind change:dex cha case "Fighter" : attack=physBonus+1; damage=physBonus; numAttacks=Math.floor(level/5)+1; skills1="Fighters start with +3 Physical, +1 to attack, and 1 Bonus HP."; skills2="+1 Physical at levels 3/6/9/12. Add phyiscal bonus to damage. Additional attacks at levels 5 and 10. +1 Bonus HP every level."; break; case "Cleric" : attack=physBonus; spellbonus=commBonus+chaBonus; spelltext="Cleric casting roll: Communion/Charisma check vs. DC10 + spell level."; numAttacks=Math.floor(level/10)+1; skills1="The Cleric starts with +3 points in Communion. They cast Divine magic."; skills2="+1 Communion at levels 3/6/9/12."; break; case "Rogue" : attack=physBonus; spellbonus=subtBonus+mindBonus; spelltext="Reading Scrolls: Knowledge/Mind check vs. DC10 + spell level."; numAttacks=Math.floor(level/10)+1; skills1="Rogues start with +2 points Subterfuge and +1 in any other skill."; skills2="+1 any skill at levels 2/4/6/8/10/12."; break; - case "Hunter" : attack=physBonus+1; numAttacks=Math.floor(level/8)+1; skills1="The Hunter starts with +2 points in Survival,+1 Physical and +1 to attack."; skills2="+1 Survival at levels 3/6/9/12. They get an additional attack at level 8."; break; + case "Hunter" : attack=physBonus; numAttacks=Math.floor(level/5)+1; skills1="The Hunter starts with +2 points in Survival,+1 Physical and +1 to ranged attack."; skills2="+1 Survival at levels 3/6/9/12. They get an additional attack at level 8."; break; case "Mage" : attack=physBonus; spellbonus=knowBonus+mindBonus; spelltext="Mage casting:Subterfuge/Mind check vs. DC10 + spell level."; skills1="Mages start with +3 Knowledge. They cast Arcane magic."; skills2="+1 Knowledge at levels 3/6/9/12."; break; case "Druid" : attack=physBonus; spellbonus=survBonus+chaBonus; spelltext="Druid casting: Survival/Charisma check vs. DC10 + spell level."; numAttacks=Math.floor(level/10)+1; skills1="The Druid starts with +2 Survival, +1 Communion. They cast Divine magic."; skills2="+1 Surival at levels 3/6/9/12."; break; case "Enchanter" : attack=physBonus; spellbonus=subtBonus+mindBonus; spelltext="Enchanter casting: Subterfuge/Mind check vs. DC10 + spell level."; skills1="Enchanter starts with +1 Knowledge and +2 Subterfuge. They cast Arcane magic."; skills2="+1 Subterfuge at levels 3/6/9/12."; break; @@ -1555,7 +1572,7 @@ var recalculateRangedModifiers = function recalculateRangedModifiers() { case "heavy": Dam = 4; Enc = Ammo; calcHitbonus = Attack + DEXBonus + AttackMod + magicBonus; calcDambonus = Damage + STRBonus + DamageMod + magicBonus; break; } - if (sclass == "Hunter") {calcDambonus += survBonus;} + if (sclass == "Hunter") {calcHitbonus += 1; calcDambonus += survBonus;} if ((checkEquip) == true) {Encumb += Enc;} output["repeating_rangedweapon_"+ idArray[i] + "_rangedWeaponsize"] = size; output["repeating_rangedweapon_"+ idArray[i] +"_rangedDam"] = Dam;