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80 lines
4.0 KiB
Plaintext
80 lines
4.0 KiB
Plaintext
\#Bonus skills
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And we need to automatically update the combobox with any custom attributes (whenever a custom attr name gets changed, repopulate the list)
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Then use the index number and $X to appropriately set the modifier
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does this mean they can't be three letters?
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Just show the first three letters and have a stinkin' title text
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Ability->Change school text to a combobox
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Auto fill the combobox for any custom skils and the 4 main ones
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and auto fill the mod / damage boxes on change of that combobox or any of the skills.
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Script helper on tallies?
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Radio buttom prompt/no prompt (so when I click a roll "did you get a tally?")
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Integrate with compendium
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\#Skill checks say ff skill name when you click the roll button
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\# Notes section for attacks
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\# Ranges
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\# Remove mod
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\# Fix centering of text on success/fail
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\# Add success /failure in green/red for attr rolls
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\#skill auto updaters (for ALL of them)
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\#Rolls for under attributes
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\#fix css on top of skills so roll is placed correctly
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\#rename attribute rolls (all named dex right now)
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\#each skill needs a checkbox for "Major skill" with title text
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\# make checkboxes change base between 10 and 25
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\#stealth alphabetized wrong
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\#credit zack on the char sheet
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\#Armor light/heavy + calculate defenses
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\#shield
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\#Rolls for skills
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\#Size + meaning
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\#background are set as numbers
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\#when I click a chekcbox it's coming up as _skill_max for the trigger. investigate (checking major skill doesn't trigger change)
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\#melee weapon checkbox doesn't work
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\#equipment width can't be bigger than 1/3 of window. Investigate.
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\#Equipmentmake it work then worry about the stinkin' css
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\#Give skills default values (so autocalculate works)
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\# Damage die is always 1d1. Investigate. //Possibly related to span issue//I have no idea why this bug was fixed. It disappeared when I changed the attribute name.
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\# Damage Die (unarmed, melee, ranged) + default attacks as rolls?
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\# and crits (with crit math in the roll templates)
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\# (write out in emote)//I don't know what this means.
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\# plus an add attack button (custom attacks. Blank name, black to hit, damage, range, notes.)
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\# Seperate damage dice for each
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\# switch crits, crit fails (on the red/green marking) for attribute rolls //Can't be done
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\# Do styling on the roll templates
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\#Roll templates
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\#Attacks section
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\# Custom attack rolls
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\# plus autocalculate on size change, etc
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\# Can we automate multiple attacks for unarmed? Should be able to.//Can't be done.
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\# In the roll template, check the unarmed score compared to 25, 50, 75.
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\#If unarmed is above 25, 50, 75, write "You can make 2,3,4 attacks" when they make an attack
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\# If crit with melee weapon, write the bonus, etc. //We say in sheet.json that we don't do this, so marking as "out of scope"
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\#Update PNG (full sheet)
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\#If size changes, so does weapon size, defenses and skills (stealth)
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\#Big tallies section
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\# If hit 10 big tallies, alert "Time to level up"?
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\# And reset to zero
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\#spell out attribute names//Should be close enough
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\# fix repeating roll template for skills--use the right name for the skill, correct modifier, etc.
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\#Talents
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\#Abilities
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\# + crits where \#we repeat the attack or i dunno include in the roll template 'YOU CAN REPEAT THIS ABILITY'. That one's easier.
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\#Change \#everything skills to tables. Tables are great.
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\#Change px to EM
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\#convert to hidden/disabled where appropriate
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\# skill mods
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\# attribute mods
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\#make it work then worry about the stinkin' css
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\#remove console.log( )
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\# Custom rolls for Abilities? Like attack with "Push". Does it write the text and roll the dice? Hmm.
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\#plus math for switching on governing attr (for determining score)#\Doesn't work if attr changes, or on custom attr
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\# hide score, mod.
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\# Custom skills bug--only the most recently added one works. Can't even roll on the others. --Caused by CSS of all things.
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\#Custom attributes need rolls
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\# If num tallies == mod, increase...what? misc by one? \#Or do we need another hidden?#\ Probably increase misc by one.
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\# And grant a big tally.
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\# And reset mod to 0
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