Added attr_speed for npc-vehicle sheet so it can be tracked on tokens
Fixed NPC soak roll buttons
Added cold sim and hot sim initiative modifiers and dice modifiers for all sheets
Hid unnecessary Matrix AR and Cold Sim VR initiative for Vehicles, Sprites and Hosts
Added Sprite type select to NPC-Sprite sheet - this will be used to automatically set initial ASDF, Initiative and Resonance attributes
Added Tasks and Resonance to NPC-Sprite sheet
While playing with the Inspector, I found out that the select menu ugliness was due to bottom margin. When they can run around bottomless, things just work.
Finally! only took like 4 hrs of staring at the screen and comparing code screenshots back and forth.
Marks the first time I've perfected a weapon stat block change on Melee, then carried over to Ranged. Normally I get it the other way around.
* HTML fixups, a missing translation
* Revert "HTML fixups, a missing translation"
This reverts commit 74f11c9f
* Fixed tab display bug.
The sanitizing of CSS removed everything after google font import. A small work around from GMMatt solved this.
Additionally the invalid HTML that has been accepted by Roll20 in the past was having some issues so it needed to be fixed, too.
Signed-off-by: klenkes74 <rlichti@kaiserpfalz-edv.de>
* Removed the legacy marker by accident.
Signed-off-by: klenkes74 <rlichti@kaiserpfalz-edv.de>
* Emergency fix to make rolls work again after roll20 removed sheet- from rolltemplate classes.
* Make determining sheet version easy (put @{character name|sheet_version} in chat)
Co-authored-by: James A Culp III <james@d3corp.com>
I meant to just keep Tearing, but it turns out the textarea on existing sheets already has text so it won't update. Easier to just get rid of the offending section.
if you run those kinds of game.
Credit to ChtiKenny, that code commonality really helps with just lifting powerful features over.
(oh no i'm not fixing these grid locations, this might come back for me later)
The independent 1d100 hit location is inconsistent with OW rules, but traditionally there has been no easy way to find the true value. Now that the actual attack rolls are easily visible, it's easier for players to see the proper values for themselves.
Added a Carried button. If it's not checked, its weight doesn't count against carry limits.
Spray now counts into damage rolls, and will announce a jam on a natural 9.
What we don't have: working collapse buttons. (you'll know what those are if they ever get to work)
[we have the skeleton of that system though]
Changed Shadowbane's Accurate DoS to match OW rules
Added special weapon dmg settings next to weapon Special bar
weapon attacks can now be dragged to macro bar, if you're into that
correcting the attack rolltemplate, almost done
imported the ammo API script in case it's tied to the sheet's function
also testing if we can shrink the Special bar
I got it working after like 4 hours.
In the course, I've incurred some technical debt: at least 3 other sheetworkers were glued in with no modification because I can't figure out where I'm going wrong. I hope I can get this sorted, and everything else handled, before next week
I've wanted to do this for so long, but wasn't confident enough in my code to do so. I hated needing to count to 40 every single time I added a feature. I'm not about that life.
Credit to me. I did this.