Merge pull request #9683 from Anduh/more-eol

fix forced line endings
This commit is contained in:
Nic Bradley
2021-11-02 09:34:39 -07:00
committed by GitHub
16 changed files with 738 additions and 739 deletions
+40 -40
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@@ -1,41 +1,41 @@
& 'D:\git\roll20-character-sheets\AD&D 2E Revised\build\sanitizeFiles.ps1'
"---- Combining files ----"
$inputFile = 'D:\git\roll20-character-sheets\AD&D 2E Revised\html\2ESheet-base.html'
$sourceFolder = 'D:\git\roll20-character-sheets\AD&D 2E Revised'
$outputFile = 'D:\git\roll20-character-sheets\AD&D 2E Revised\2ESheet.html'
$replaceConstant = '#REPLACE{0}#'
$content = Get-Content -Path $inputFile
$inserts = ($content | Select-String -Pattern 'insert_')
$inserts | ForEach-Object {
$_.Line.Trim()
$split = $_.Line.Split('_')
$whiteSpace = $split[0].Replace('insert', '')
$fileName = $split[1]
$file = Get-ChildItem -Path $sourceFolder -Filter $fileName -Recurse
$fileContent = Get-Content -Path $file.FullName
if ($whiteSpace.Length -gt 0) {
for ($i = 0; $i -lt $fileContent.Length; $i++)
{
$fileContent[$i] = $whiteSpace + $fileContent[$i]
}
}
$rawContent = $fileContent -join "`n"
$replaces = $split[2..100];
for ($i=0; $i -lt $replaces.Length; $i++) {
$replace = $replaceConstant -f $i;
$rawContent = $rawContent.Replace($replace, $replaces[$i])
}
$rawContent = $rawContent -replace "\#REPLACE\d+\#", ""
$regex = "^" + [Regex]::Escape($_.Line) + "$"
$content = $content -replace $regex, $rawContent
}
$content | Set-Content -Path $outputFile
$time = Get-Date -Format "HH:mm:ss";
& 'D:\git\roll20-character-sheets\AD&D 2E Revised\build\sanitizeFiles.ps1'
"---- Combining files ----"
$inputFile = 'D:\git\roll20-character-sheets\AD&D 2E Revised\html\2ESheet-base.html'
$sourceFolder = 'D:\git\roll20-character-sheets\AD&D 2E Revised'
$outputFile = 'D:\git\roll20-character-sheets\AD&D 2E Revised\2ESheet.html'
$replaceConstant = '#REPLACE{0}#'
$content = Get-Content -Path $inputFile
$inserts = ($content | Select-String -Pattern 'insert_')
$inserts | ForEach-Object {
$_.Line.Trim()
$split = $_.Line.Split('_')
$whiteSpace = $split[0].Replace('insert', '')
$fileName = $split[1]
$file = Get-ChildItem -Path $sourceFolder -Filter $fileName -Recurse
$fileContent = Get-Content -Path $file.FullName
if ($whiteSpace.Length -gt 0) {
for ($i = 0; $i -lt $fileContent.Length; $i++)
{
$fileContent[$i] = $whiteSpace + $fileContent[$i]
}
}
$rawContent = $fileContent -join "`n"
$replaces = $split[2..100];
for ($i=0; $i -lt $replaces.Length; $i++) {
$replace = $replaceConstant -f $i;
$rawContent = $rawContent.Replace($replace, $replaces[$i])
}
$rawContent = $rawContent -replace "\#REPLACE\d+\#", ""
$regex = "^" + [Regex]::Escape($_.Line) + "$"
$content = $content -replace $regex, $rawContent
}
$content | Set-Content -Path $outputFile
$time = Get-Date -Format "HH:mm:ss";
Write-Host "Combine complete $time"
+39 -39
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@@ -1,40 +1,40 @@
![Dračí Hlídka.png][logo]
[logo]: ./assets/logo.png "Dračí Hlídka"
# Dračí Hlídka Character Sheet
* The character sheet is only a blank document, incorporating basic game rolls. It's up to you how you use it.
* There are no data for abilities (schopnosti), items (inventář), monsters (bestiář) or any game rules.
* Also there is no functionality for initial rolling of the character, neither for new level transition.
* We are working on all these functions for charactermancer and compendium.
* Also a monster character sheet will be delivered shortly.
## Changelog
Changes are listed [here](CHANGELOG.md)
## Special thanks
Thanks to all the hard workers. Jste nejlepší!
Whether you were coding, processing rulebooks data, preparing wireframes or simply testing, you all made this possible!
Daaron
Ferryman
MachalXVIII
Perthorn
Vaša
Ranyar
Kasai-Taliesin
Korvoran
Barbog
Wertka
Nenasyta
Kokocudači
Percy
Abendaveer
## Follow us
You can follow us on our website: https://www.dracihlidka.cz/
On our Facebook page: https://www.facebook.com/dracihlidka
Our Youtube channel: https://www.youtube.com/c/Dra%C4%8D%C3%ADHl%C3%ADdka/
Our Instagram: https://www.instagram.com/dracihlidka/
![Dračí Hlídka.png][logo]
[logo]: ./assets/logo.png "Dračí Hlídka"
# Dračí Hlídka Character Sheet
* The character sheet is only a blank document, incorporating basic game rolls. It's up to you how you use it.
* There are no data for abilities (schopnosti), items (inventář), monsters (bestiář) or any game rules.
* Also there is no functionality for initial rolling of the character, neither for new level transition.
* We are working on all these functions for charactermancer and compendium.
* Also a monster character sheet will be delivered shortly.
## Changelog
Changes are listed [here](CHANGELOG.md)
## Special thanks
Thanks to all the hard workers. Jste nejlepší!
Whether you were coding, processing rulebooks data, preparing wireframes or simply testing, you all made this possible!
Daaron
Ferryman
MachalXVIII
Perthorn
Vaša
Ranyar
Kasai-Taliesin
Korvoran
Barbog
Wertka
Nenasyta
Kokocudači
Percy
Abendaveer
## Follow us
You can follow us on our website: https://www.dracihlidka.cz/
On our Facebook page: https://www.facebook.com/dracihlidka
Our Youtube channel: https://www.youtube.com/c/Dra%C4%8D%C3%ADHl%C3%ADdka/
Our Instagram: https://www.instagram.com/dracihlidka/
Or our Discord server: https://discord.com/invite/KTmXRvM
+114 -114
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@@ -1,115 +1,115 @@
# Final Fantasy d20 Character Sheet
### Usage
This character sheet requires a modern web browser. It is highly recommended to have the latest
version of Chrome, Firefox or Edge for the best user experience.
There are two distinct sheet types that come bundled with this character sheet: the Character and the Monster sheet type. The user can toggle between these modes from the dropdown box at the top center of the sheet aptly labeled "Sheet Type."
#### Character Sheet Type
The Character sheet type is meant for player characters and non player characters that call for a more details-oriented approach to management. This entails your typical Roll20 sheet features: a multi-tab interface, automated calculations, sheet rolling macros, repeating sections, etc.
#### Monster Sheet Type
The Monster sheet type is meant for monsters, to be used exclusively by the DM. It condenses everything down to one page (no tab interface), and removes autocalculations entirely in favor of giving more control to the DM with editing values. Utilizing this sheet type effectively will enable the DM to drag and drop monster tokens and keep track of their respective stats without having to wade through the tabular interface meant for more complex character types.
### Changelog
__Version 1.6 (pushed 7/4/2021)__
A couple changes here and there; expect a bigger update in a little while!
Character Sheet
* Miscellaneous aesthetic changes.
* Fixed a bug with user created macros not showing notes for certain skills.
* Fixed a bug with CMD not adding dodge or deflection bonuses.
* Fixed the "Extra MP" feature to be in line with the site changes to the feat.
* Added Inherent column for Ability Scores section.
__Version 1.5 (pushed 10/26/2020)__
Special thanks to TamedFlame for accomplishing most of this update!
Iterative attacks will be on the next update scheduled before New Years!
Character Sheet
* Spell failure roll on all spells if you have greater than 0% spell failure chance from equipment.
* Size modifiers are now factored in for Fly and Stealth skills.
* Added "Racial" trait option.
* Added spell DC field for spell levels and a modifier for individual spells.
* Chat display buttons for character traits/feats/class features.
* Modifiable ability scores for character skills.
Monster Sheet
* Aesthetic changes.
Universal
* Added GM roll toggle under the Sheet Options.
__Version 1.4 (pushed 6/21/2020)__
##### This update was realized by TamedFlame
Universal
* The background color gradient is now customisable from the Options section. You can select a color for each corner, and the sheet shall use those to generate a new background gradient. These options are set per character, and as such each PC, Monster, or NPC can have a style of their own. These settings also affect the backgrounds for the rolls in the chat, and as such you can use them to identify characters.
> #### User discretion is advised when selcting colors, consider talking to your fellow players if any of them has difficulties with certain combinations.
__Version 1.3 (pushed 2/23/2019)__
Character Sheet
* New "Options" sections in which may be opened by clicking the various cog icons on the sheet. Allows for the user to hide any other section tab (core, combat, class, skills, etc), hide MP and/or specify additional custom energy fields to show up within the "Status" section (up to 3 types), and specify the HP threshold for limit break activation. There are also options to include the Toughness, Extra MP, and Extra Limit Break feats, as well as the Hume trait "Skilled", into their respective calculations.
* New "Combat" tab and section. "Status", "Combat", "Saving Throws", "Defenses", and "Weapons" subsections were moved here, while "Ability Scores" and "Miscellany" were placed into the "Core" tab. New "Traits" subsection was placed under the "Core" sheet section.
* Reformatted Spells section. Each spell entry now has an associated dice roll macro, along with the ability to hide non-pertinent spell information.
* Limit break max usage/day field is now an auto-calculating field.
* General aesthetic changes. FFd20 logo is smaller, some fields are larger while others are smaller, section tabs are closer together, among other things.
* Only one materia entry can be attuned at a time (as per the normal ruleset). Checking "Attuned?" on a materia entry will then automatically uncheck other entries if they are attuned. There is an option to turn this feature off and be able to attune to one materia, a checkbox under the Materia Options dubbed "Multiple Materia Attunement".
* Added a text field for Dodge and added a new AC entry for "Misc" under the AC Features section.
* All class features/traits/feats now have expander buttons to hide/expand information.
* All repeated section (ie: Traits, Feats, Spells, etc) textarea fields are now expandable.
* All input areas (including disabled input areas) now have tooltips in which display their associated macro reference.
* Fixed a bug with a negative DEX modifier not affecting flat-footed AC.
* Added "vs. Touch" checkbox to Weapons entries. The weapons roll template will now specify if that attack is vs AC or Touch, depending on this checkbox value.
Monster Sheet
* General aesthetic changes. Some fields are larger while others are smaller.
* Added "Gear" textarea.
* Added "MP" number field.
* Added "Burrow Speed" number field.
* Specifying a CR now auto-calculates the amount of XP that creature will give.
* Special Abilities section now has associated dice roll macros for each entry, along with additional inputs for attack type (none, ranged touch, or touch), an attack modifier number field, and damage formula field. Expander button expands/hides ability description.
* Fixed a bug with craft, profession, and perform skills calculating incorrectly.
__Version 1.2.1 (pushed 11/17/2018)__
* Undead characters now are supported. Use toggle at the top of the page to change Fortitude and hit point calculations from using Con to Cha
__Version 1.2 (pushed 5/22/2018)__
Even smaller update. Had to make some necessary changes -- hopefully I can get around to beefing up this sheet soon!
* Bonus MP is now calculated from your casting modifier + your spell level, as opposed to casting modifier + caster level. Please update/refresh your values to reflect these changes.
* Fixed a bug where skill points from your Favored Class Bonus would not factor into the total skill points of the "Totals" row within the Class page.
__Version 1.1 (pushed 11/06/2017)__
Small update. Changes were:
* Fixed CMB and CMD autocalculations
* Added a d4 option for class HD
* Added a quantity/charges (wands) field for inventory items
* Changed gil, monster XP and CR, to text fields to accomodate for commas
* Added craft, perform, and profession skills to the monster skills section
* Fixed the formatting for the monster skills section -- should look better for Firefox users
### Bugs and Feedback
Report bugs or feedback to the project’s [issue
# Final Fantasy d20 Character Sheet
### Usage
This character sheet requires a modern web browser. It is highly recommended to have the latest
version of Chrome, Firefox or Edge for the best user experience.
There are two distinct sheet types that come bundled with this character sheet: the Character and the Monster sheet type. The user can toggle between these modes from the dropdown box at the top center of the sheet aptly labeled "Sheet Type."
#### Character Sheet Type
The Character sheet type is meant for player characters and non player characters that call for a more details-oriented approach to management. This entails your typical Roll20 sheet features: a multi-tab interface, automated calculations, sheet rolling macros, repeating sections, etc.
#### Monster Sheet Type
The Monster sheet type is meant for monsters, to be used exclusively by the DM. It condenses everything down to one page (no tab interface), and removes autocalculations entirely in favor of giving more control to the DM with editing values. Utilizing this sheet type effectively will enable the DM to drag and drop monster tokens and keep track of their respective stats without having to wade through the tabular interface meant for more complex character types.
### Changelog
__Version 1.6 (pushed 7/4/2021)__
A couple changes here and there; expect a bigger update in a little while!
Character Sheet
* Miscellaneous aesthetic changes.
* Fixed a bug with user created macros not showing notes for certain skills.
* Fixed a bug with CMD not adding dodge or deflection bonuses.
* Fixed the "Extra MP" feature to be in line with the site changes to the feat.
* Added Inherent column for Ability Scores section.
__Version 1.5 (pushed 10/26/2020)__
Special thanks to TamedFlame for accomplishing most of this update!
Iterative attacks will be on the next update scheduled before New Years!
Character Sheet
* Spell failure roll on all spells if you have greater than 0% spell failure chance from equipment.
* Size modifiers are now factored in for Fly and Stealth skills.
* Added "Racial" trait option.
* Added spell DC field for spell levels and a modifier for individual spells.
* Chat display buttons for character traits/feats/class features.
* Modifiable ability scores for character skills.
Monster Sheet
* Aesthetic changes.
Universal
* Added GM roll toggle under the Sheet Options.
__Version 1.4 (pushed 6/21/2020)__
##### This update was realized by TamedFlame
Universal
* The background color gradient is now customisable from the Options section. You can select a color for each corner, and the sheet shall use those to generate a new background gradient. These options are set per character, and as such each PC, Monster, or NPC can have a style of their own. These settings also affect the backgrounds for the rolls in the chat, and as such you can use them to identify characters.
> #### User discretion is advised when selcting colors, consider talking to your fellow players if any of them has difficulties with certain combinations.
__Version 1.3 (pushed 2/23/2019)__
Character Sheet
* New "Options" sections in which may be opened by clicking the various cog icons on the sheet. Allows for the user to hide any other section tab (core, combat, class, skills, etc), hide MP and/or specify additional custom energy fields to show up within the "Status" section (up to 3 types), and specify the HP threshold for limit break activation. There are also options to include the Toughness, Extra MP, and Extra Limit Break feats, as well as the Hume trait "Skilled", into their respective calculations.
* New "Combat" tab and section. "Status", "Combat", "Saving Throws", "Defenses", and "Weapons" subsections were moved here, while "Ability Scores" and "Miscellany" were placed into the "Core" tab. New "Traits" subsection was placed under the "Core" sheet section.
* Reformatted Spells section. Each spell entry now has an associated dice roll macro, along with the ability to hide non-pertinent spell information.
* Limit break max usage/day field is now an auto-calculating field.
* General aesthetic changes. FFd20 logo is smaller, some fields are larger while others are smaller, section tabs are closer together, among other things.
* Only one materia entry can be attuned at a time (as per the normal ruleset). Checking "Attuned?" on a materia entry will then automatically uncheck other entries if they are attuned. There is an option to turn this feature off and be able to attune to one materia, a checkbox under the Materia Options dubbed "Multiple Materia Attunement".
* Added a text field for Dodge and added a new AC entry for "Misc" under the AC Features section.
* All class features/traits/feats now have expander buttons to hide/expand information.
* All repeated section (ie: Traits, Feats, Spells, etc) textarea fields are now expandable.
* All input areas (including disabled input areas) now have tooltips in which display their associated macro reference.
* Fixed a bug with a negative DEX modifier not affecting flat-footed AC.
* Added "vs. Touch" checkbox to Weapons entries. The weapons roll template will now specify if that attack is vs AC or Touch, depending on this checkbox value.
Monster Sheet
* General aesthetic changes. Some fields are larger while others are smaller.
* Added "Gear" textarea.
* Added "MP" number field.
* Added "Burrow Speed" number field.
* Specifying a CR now auto-calculates the amount of XP that creature will give.
* Special Abilities section now has associated dice roll macros for each entry, along with additional inputs for attack type (none, ranged touch, or touch), an attack modifier number field, and damage formula field. Expander button expands/hides ability description.
* Fixed a bug with craft, profession, and perform skills calculating incorrectly.
__Version 1.2.1 (pushed 11/17/2018)__
* Undead characters now are supported. Use toggle at the top of the page to change Fortitude and hit point calculations from using Con to Cha
__Version 1.2 (pushed 5/22/2018)__
Even smaller update. Had to make some necessary changes -- hopefully I can get around to beefing up this sheet soon!
* Bonus MP is now calculated from your casting modifier + your spell level, as opposed to casting modifier + caster level. Please update/refresh your values to reflect these changes.
* Fixed a bug where skill points from your Favored Class Bonus would not factor into the total skill points of the "Totals" row within the Class page.
__Version 1.1 (pushed 11/06/2017)__
Small update. Changes were:
* Fixed CMB and CMD autocalculations
* Added a d4 option for class HD
* Added a quantity/charges (wands) field for inventory items
* Changed gil, monster XP and CR, to text fields to accomodate for commas
* Added craft, perform, and profession skills to the monster skills section
* Fixed the formatting for the monster skills section -- should look better for Firefox users
### Bugs and Feedback
Report bugs or feedback to the project’s [issue
tracker](https://github.com/Azurift/roll20-character-sheets/issues).
+169 -169
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@@ -1,170 +1,170 @@
# Ironsworn - Character Sheet
## Building Sheet
This sheet uses [pugjs](https://www.google.com) for HTML templating, along with [Stylus](https://www.google.com) from CSS templating.
To build finished sheet run the following commands from command line or terminal:
```bash
cd src
npm install
// Mac or Linux
npm run build:pug
// Windows
npm run build:pug:win
npm run build:css
```
These will then generate a dist folder that will have the finished code. From their you can upload them into the custom sheet sandbox for testing.
## Pushing Changes
Roll20 does not build our pug/stylus code for when we merge. This needs to be done locally by running `npm run gulp:build` in the Ironsworn/src directory.
## Translations
To keep our translation and fallback html content consistent. We are loading the translations into pug under the `locals` global variable. This allows us to call `locals.translations[<translation-key>]` to get our content. This way we can propagate changes and avoid hardcoding content.
## Compatibility
The sheet has been tested across multiple browsers and devices, show below in the compatibility matrix:
|Browser|Windows|MacOs|Android|iOS|
|---|---|---|---|---|
|Chrome|yes|yes|yes|yes|
|Firefox|yes|yes|yes|yes|
|Safari|no|yes|no|yes|
## Roll Logic
### Wield a Rarity
Structured it using pseudo code for readability.
```javascript
if rarityDie6 == rarityAction
if challenge1 == challenge2
opportunity()
else
strongHit()
if rarityDie6 == rarityAction
rarityDramatic()
else
if rarityAction > 10
if challenge1 == 10
if challenge2 == 10
complication()
if rarityDie1 == rarityAction
rarityFail()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge2 == 10
weakHit
if rarityDie5 == rarityAction
raritySubtle()
else
strongHit
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge1
if challenge1 == challenge2
opportunity()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
strongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge1 == challenge2
complication()
if rarityDie1 == rarityAction
rarityFail()
else
if rarityAction > challenge2
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
miss()
if rarityDie1 == rarityAction
rarityFail()
```
Roll with momentum
```js
if rarityDie6 == rarityAction
if challenge1 == challenge2
opportunity()
else
strongHit()
if rarityDie6 == rarityAction
rarityDramatic()
else
if rarityAction > 10
if challenge1 == 10
if challenge2 == 10
complication()
if rarityDie1 == rarityAction
rarityFail()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge2 == 10
weakHit
if rarityDie5 == rarityAction
raritySubtle()
else
strongHit
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge1
if challenge1 == challenge2
opportunity()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
strongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
if momentum > challenge2
momentumStrongHit()
else
if challenge1 == challenge2
complication()
if rarityDie1 == rarityAction
rarityFail()
if momentum > challenge1
momentumStrongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
if momentum > challenge1
momentumStrongHit()
else
miss()
if rarityDie1 == rarityAction
rarityFail()
if momentum > challenge1
if momentum > challenge2
momentumStrongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
momentumWeakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if momentum > challenge2
momentumWeakHit()
if rarityDie5 == rarityAction
raritySubtle()
# Ironsworn - Character Sheet
## Building Sheet
This sheet uses [pugjs](https://www.google.com) for HTML templating, along with [Stylus](https://www.google.com) from CSS templating.
To build finished sheet run the following commands from command line or terminal:
```bash
cd src
npm install
// Mac or Linux
npm run build:pug
// Windows
npm run build:pug:win
npm run build:css
```
These will then generate a dist folder that will have the finished code. From their you can upload them into the custom sheet sandbox for testing.
## Pushing Changes
Roll20 does not build our pug/stylus code for when we merge. This needs to be done locally by running `npm run gulp:build` in the Ironsworn/src directory.
## Translations
To keep our translation and fallback html content consistent. We are loading the translations into pug under the `locals` global variable. This allows us to call `locals.translations[<translation-key>]` to get our content. This way we can propagate changes and avoid hardcoding content.
## Compatibility
The sheet has been tested across multiple browsers and devices, show below in the compatibility matrix:
|Browser|Windows|MacOs|Android|iOS|
|---|---|---|---|---|
|Chrome|yes|yes|yes|yes|
|Firefox|yes|yes|yes|yes|
|Safari|no|yes|no|yes|
## Roll Logic
### Wield a Rarity
Structured it using pseudo code for readability.
```javascript
if rarityDie6 == rarityAction
if challenge1 == challenge2
opportunity()
else
strongHit()
if rarityDie6 == rarityAction
rarityDramatic()
else
if rarityAction > 10
if challenge1 == 10
if challenge2 == 10
complication()
if rarityDie1 == rarityAction
rarityFail()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge2 == 10
weakHit
if rarityDie5 == rarityAction
raritySubtle()
else
strongHit
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge1
if challenge1 == challenge2
opportunity()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
strongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge1 == challenge2
complication()
if rarityDie1 == rarityAction
rarityFail()
else
if rarityAction > challenge2
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
miss()
if rarityDie1 == rarityAction
rarityFail()
```
Roll with momentum
```js
if rarityDie6 == rarityAction
if challenge1 == challenge2
opportunity()
else
strongHit()
if rarityDie6 == rarityAction
rarityDramatic()
else
if rarityAction > 10
if challenge1 == 10
if challenge2 == 10
complication()
if rarityDie1 == rarityAction
rarityFail()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if challenge2 == 10
weakHit
if rarityDie5 == rarityAction
raritySubtle()
else
strongHit
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge1
if challenge1 == challenge2
opportunity()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
strongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
if momentum > challenge2
momentumStrongHit()
else
if challenge1 == challenge2
complication()
if rarityDie1 == rarityAction
rarityFail()
if momentum > challenge1
momentumStrongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if rarityAction > challenge2
weakHit()
if rarityDie5 == rarityAction
raritySubtle()
if momentum > challenge1
momentumStrongHit()
else
miss()
if rarityDie1 == rarityAction
rarityFail()
if momentum > challenge1
if momentum > challenge2
momentumStrongHit()
if rarityDie5 == rarityAction
raritySubtle()
else
momentumWeakHit()
if rarityDie5 == rarityAction
raritySubtle()
else
if momentum > challenge2
momentumWeakHit()
if rarityDie5 == rarityAction
raritySubtle()
```
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# Roll20-Kamigakari
This is a character sheet for Kamigakari: God Hunters.
Use the check boxes to keep track of spent spirit dice, then hit the spirit pool button to roll those dice.
The track button next 'Initiative' to adds that character to the initiative tracker. You must have the token selected.
The Mononoke tab is for both contractors and Mononoke. For macro use all stats start with mononoke_ but are otherwise as they appear on the ship for example:
mononoke_acc
mononoke_Initiative
# Roll20-Kamigakari
This is a character sheet for Kamigakari: God Hunters.
Use the check boxes to keep track of spent spirit dice, then hit the spirit pool button to roll those dice.
The track button next 'Initiative' to adds that character to the initiative tracker. You must have the token selected.
The Mononoke tab is for both contractors and Mononoke. For macro use all stats start with mononoke_ but are otherwise as they appear on the ship for example:
mononoke_acc
mononoke_Initiative
Thanks to Jakob for the Text Expanding Area CSS and plexsoup for the working tabs
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# Locus
This package includes the following files for the Locus custom sheet on Roll20 :
Locuscharsheet.html
Locuscharsheet.css
LocusOfficial.json
SheetPreview.png
This was written by Steph Williamson for Cobblepath Games Ltd, but is free for use by anyone for any reason.
## Tabs
The first tab contains basic character information such as name, Haunt, Virtue. It also contains macros which will roll the Outcome Checks, input your Attribute values into the fields. When rolling use the Easy, Medium or Hard buttons next to the Attribute you need to generate outcomes against.
The second tab contains values for Willpower and Skills.
The third tab contains checkboxes for Health / Death's Door tracking, and Injuries.
The final tab has room for character Inventories (both passive and active items) and Notes.
## Card Decks
It is possible to play with a deck of cards within the Roll20 app. This will have to be done using the macros tab of Roll20. A guide to this can be found here https://wiki.roll20.net/Cards. You will need to remove jokers.
We recommend the following settings:
- Show deck to players
- Players can draw cards
- Cards are not infinite
- Disable choosing specific cards from deck
- Disable discard pile
- Play cards face down
- Considered Drawings when played (no bubbles/stats)
- Players & GMs can both see number of cards in other hands
- GMs can also see Fronts of cards
Otherwise, operation and use of this feature will work the same as it would around a table. Players should manually draw and discard cards as appropriate.
# Locus
This package includes the following files for the Locus custom sheet on Roll20 :
Locuscharsheet.html
Locuscharsheet.css
LocusOfficial.json
SheetPreview.png
This was written by Steph Williamson for Cobblepath Games Ltd, but is free for use by anyone for any reason.
## Tabs
The first tab contains basic character information such as name, Haunt, Virtue. It also contains macros which will roll the Outcome Checks, input your Attribute values into the fields. When rolling use the Easy, Medium or Hard buttons next to the Attribute you need to generate outcomes against.
The second tab contains values for Willpower and Skills.
The third tab contains checkboxes for Health / Death's Door tracking, and Injuries.
The final tab has room for character Inventories (both passive and active items) and Notes.
## Card Decks
It is possible to play with a deck of cards within the Roll20 app. This will have to be done using the macros tab of Roll20. A guide to this can be found here https://wiki.roll20.net/Cards. You will need to remove jokers.
We recommend the following settings:
- Show deck to players
- Players can draw cards
- Cards are not infinite
- Disable choosing specific cards from deck
- Disable discard pile
- Play cards face down
- Considered Drawings when played (no bubbles/stats)
- Players & GMs can both see number of cards in other hands
- GMs can also see Fronts of cards
Otherwise, operation and use of this feature will work the same as it would around a table. Players should manually draw and discard cards as appropriate.
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# Ludosystem_char_sheet
Ficha do Ludosystem para Roll20
# Ludosystem_char_sheet
Ficha do Ludosystem para Roll20
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This is a non-official character sheet for the french RPG Rêve de Dragon. This version is actually still BETA, but works pretty well. No new features will be added in the current version, but feel free to report any bugs you may encounter. Thank you :)
This is a non-official character sheet for the french RPG Rêve de Dragon. This version is actually still BETA, but works pretty well. No new features will be added in the current version, but feel free to report any bugs you may encounter. Thank you :)
Cette fiche est une fiche non-officielle pour le JDR Rêve de Dragon. La présente fiche est en version BETA, mais fonctionne déjà très bien. Aucune nouvelle fonctionnalité ne sera ajoutée sur cette version, je vais me concentrer sur la stabilité et la correction de bugs. N'hésitez pas à rapporter tout bug éventuellement rencontré. Merci beaucoup :)
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Change Log
==============================================
**2021-11-02 ** v.45 Chuz (James Culp)
Update to the roll-template preparing for future features
Updated rolls so mouseover showing the actual dice rolled are red for 1's (2's for bad luck) and green for 5's and 6's instead of the previous only 1's and 6's being colored.
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Shadowrun Sixth World Character Sheet
=
**`This is a work in progress.`**
=
At this point only the PC sheet is functional, NPC sheets are being addressed now.
Roll20 Forum Post: https://app.roll20.net/forum/post/9862344/shadowrun-sixth-world-character-sheet-for-shadowrun-sixth-world-6e
TO DO
=
**`PC Sheet`** -
* Social / Vehicle repeating delete icon is on the left
* Ammo only has one input, there should be an input for per reload and max
* Arms -> Ranged Might need to add a "Gunnery" skill option and when selected change attribute to Logic
**`NPC Sheets`**
* Most sections are useable if not optimally styled now.
**`Future Features Wishlist`**
* Extended Tests Roller?
* Make current "Modifiers" text parsed and used to apply modifiers directly to sheet attributes. For example having "Reaction: +1" in the Modifiers box would automatically apply +1 to the reaction attribute, thus affecting all rolls relying on that attribute. An advanced idea for this is to have checkboxes to indicate if these modifiers are active currently or not. I can see these being useful in Adept Powers, Augments, Equipment and possibly other areas.
* Make Magic updated if Essence drops below it
* Sheetworker to uncheck specialization if expertise is checked and vice versa for everywhere those occur (spells, arms)
* Have changes to primary ranged weapon firing mode update AR values and DV
* GOD character sheet (track OS score for multiple characters, npcs)
* Add spot for augs/bioware grades (Standard/Beta/Delta/etc)
* Major/Minor Actions block for PCs, maybe auto-calculated also?
Shadowrun Sixth World Character Sheet
=
**`This is a work in progress.`**
=
At this point only the PC sheet is functional, NPC sheets are being addressed now.
Roll20 Forum Post: https://app.roll20.net/forum/post/9862344/shadowrun-sixth-world-character-sheet-for-shadowrun-sixth-world-6e
TO DO
=
**`PC Sheet`** -
* Social / Vehicle repeating delete icon is on the left
* Ammo only has one input, there should be an input for per reload and max
* Arms -> Ranged Might need to add a "Gunnery" skill option and when selected change attribute to Logic
**`NPC Sheets`**
* Most sections are useable if not optimally styled now.
**`Future Features Wishlist`**
* Extended Tests Roller?
* Make current "Modifiers" text parsed and used to apply modifiers directly to sheet attributes. For example having "Reaction: +1" in the Modifiers box would automatically apply +1 to the reaction attribute, thus affecting all rolls relying on that attribute. An advanced idea for this is to have checkboxes to indicate if these modifiers are active currently or not. I can see these being useful in Adept Powers, Augments, Equipment and possibly other areas.
* Make Magic updated if Essence drops below it
* Sheetworker to uncheck specialization if expertise is checked and vice versa for everywhere those occur (spells, arms)
* Have changes to primary ranged weapon firing mode update AR values and DV
* GOD character sheet (track OS score for multiple characters, npcs)
* Add spot for augs/bioware grades (Standard/Beta/Delta/etc)
* Major/Minor Actions block for PCs, maybe auto-calculated also?
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This is a basic character sheet for the "Swords of the Serpentine" RPG.
Other than basic dice buttons, there is no automation or build tool. The sheet must be filled in manually.
This is a basic character sheet for the "Swords of the Serpentine" RPG.
Other than basic dice buttons, there is no automation or build tool. The sheet must be filled in manually.
Created on 8/6/2020
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## Versioning
Versions have three numbers Major.Minor.Release
**Major**: Indicates that some form of compatibility has broken. These versions should have notes indicating what broke and how to handle it. May include major UI changes to sheet layout and design.
**Minor**: Indicates the addition of new features and/or bugfixes.
**Release**: Indicates bugfixes and minor UI changes only.
## 2.0.3
* Added Jakob's Better Default Rolltemplate
* added all 66 of roll20 Character/ping colors to the Rolltemplate
* added total experiance as I had many asking for it.
## 2.0.2
### Removed Autocalc fields and minor changes
* removed autocalc fields now on sheetworker
* added a Roll20userid
* added "Mounts' for Loremaster and Adversary sheets
* added background for Loremaster and Adversary sheets to better fit with the new PC sheet
## 2.0.1
### Bug fixes and minor changes
* reinstate translations overwritten by initial merge to Roll20 master
* add roll20userid details for sheet authors
* change asset locations to reference roll20 master repository, not fork
## 2.0
*Update by the **Fellowship of the Roll20 Character Sheet**. This is intended to be as close as possible to the formatting of the print version of the 'The One Ring' character sheet, while still fully compatible with version 1.0.0 of the sheet, and with data from the 'Anneau Unique' and 'Der Eine Ring' sheets.*
### Visual changes
* use a styled background
* display diamond checkboxes for common skills and skill groups
* format and style experience, valour and wisdom in top right of sheet
* use a serif font
* delay display of help text for skills until one second after hover
### New features
* optimise translations for English, German, French and Spanish (e.g. switch the logo)
* support migrating from 'Der Eine Ring' and 'Anneau Unique' sheets
* Add 'Mounts' for horses etc.
* fixed slots for weapons (for ease of scripting macros)
* specific skills for Loremaster Characters (reflecting how this is done in the printed books)
## 1.1
### New features
* Loremaster Character sheets
## 1.0
## Versioning
Versions have three numbers Major.Minor.Release
**Major**: Indicates that some form of compatibility has broken. These versions should have notes indicating what broke and how to handle it. May include major UI changes to sheet layout and design.
**Minor**: Indicates the addition of new features and/or bugfixes.
**Release**: Indicates bugfixes and minor UI changes only.
## 2.0.3
* Added Jakob's Better Default Rolltemplate
* added all 66 of roll20 Character/ping colors to the Rolltemplate
* added total experiance as I had many asking for it.
## 2.0.2
### Removed Autocalc fields and minor changes
* removed autocalc fields now on sheetworker
* added a Roll20userid
* added "Mounts' for Loremaster and Adversary sheets
* added background for Loremaster and Adversary sheets to better fit with the new PC sheet
## 2.0.1
### Bug fixes and minor changes
* reinstate translations overwritten by initial merge to Roll20 master
* add roll20userid details for sheet authors
* change asset locations to reference roll20 master repository, not fork
## 2.0
*Update by the **Fellowship of the Roll20 Character Sheet**. This is intended to be as close as possible to the formatting of the print version of the 'The One Ring' character sheet, while still fully compatible with version 1.0.0 of the sheet, and with data from the 'Anneau Unique' and 'Der Eine Ring' sheets.*
### Visual changes
* use a styled background
* display diamond checkboxes for common skills and skill groups
* format and style experience, valour and wisdom in top right of sheet
* use a serif font
* delay display of help text for skills until one second after hover
### New features
* optimise translations for English, German, French and Spanish (e.g. switch the logo)
* support migrating from 'Der Eine Ring' and 'Anneau Unique' sheets
* Add 'Mounts' for horses etc.
* fixed slots for weapons (for ease of scripting macros)
* specific skills for Loremaster Characters (reflecting how this is done in the printed books)
## 1.1
### New features
* Loremaster Character sheets
## 1.0
*Initial Release by Heilemann*
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# The One Ring Character Sheet for Roll20
This sheet works largely on its own, however there is [a Roll20 wiki page devoted to The One Ring](https://wiki.roll20.net/The_One_Ring) and Michael Heilemann (the original sheet author) has also written [a lengthy setup guide for The One Ring in Roll20](https://ringen.squarespace.com/loremasters-journal/2014/10/26/the-one-ring-setup-for-roll-20).
![](https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/assets/sheet-centered.jpg)
The roll buttons assume you have a number of rollable tables (`feat`, `lm-feat`, `normal` and `weary`) setup, as described on [the Wiki page](https://wiki.roll20.net/The_One_Ring).
### Loremaster and Adversary sheets
This is in fact three character sheets in one. A full-on Player Character sheet and two Loremaster sheets meant for characters (that is people who are on the side of the players) and adversaries (that is characters who are not, or creatures). The two former use the `feat` table for rolls, and the latter uses the `lm-feat` table (and has Hate instead of Hope).
### Update 2.0.3 1/10/2021
Updated the Player Character sheet added total_experiance points (as may have asked for this to be added. have also added a custom roll template to use If you previously used the default roll template on your sheet and want to edit the macros to work with the new one, there are two spots you must to edit to make it work.
This macro using the default roll template:
&{template:default} {{name=Sword Attack}} {{attack=[[1d20]]}} {{damage=[[2d6]]}} {{Notes=Sword shouts "Gnome" repeatedly when you're within 20ft of any halfling or dwarf.}}
Needs at the very least change the template name and swap the header name from name to title, to keep things working the same:
&{template:custom} {{color=00ffff}} {{title=Sword Attack}} {{attack=[[1d20]]}} {{damage=[[2d6]]}} {{Notes=Sword shouts "Gnome" repeatedly when you're within 20ft of any halfling or dwarf.}}
I have added all 66 character chat/ping colors that can be used. more documentation on the roll template https://wiki.roll20.net/Building_Character_Sheets/Roll_Templates
### Internationalisation
This sheet has been optimised for English, French, German and Spanish translations. Players who have previously been using the "L'Anneau Unique" and "Der Eine Ring" character sheets can convert to using this version of "The One Ring" sheet without loss of data.
### Custom styling
![](https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/assets/the_one_ring_user_style-centered.png)
An optional custom stylesheet is available to make the character sheet and Roll20 user interface even more stylish! It:
* replaces the standard character sheet font with one that looks a bit more 'Tolkienesque' (see screenshot above)
* changes the Roll20 background to a wooden tabletop with a central ring (see screenshot above)
* hides the dice roll command formula in the chat
* restyles the page and sidebar a bit
To use the custom stylesheet:
1. install either the [Stylish](https://userstyles.org) or [Stylus](https://add0n.com/stylus.html) browser plugins. They basically do the same thing, but Stylus was created after [privacy concerns about changes to Stylish](https://www.ghacks.net/2017/05/16/stylus-is-a-stylish-fork-without-analytics/)
2. If you use Stylish, go to [the stylesheet page on https://userstyles.org](https://userstyles.org/styles/167077/the-one-ring-on-roll20-updated). If you use Stylus, you can simply click here: [![Install directly with Stylus](https://img.shields.io/badge/Install%20directly%20with-Stylus-00adad.svg)](https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/the_one_ring.user.css)
3. go to Roll20 and open your game. You should see the pages and menu tabs already look different, but the background (probably) doesn't. This is because Roll20 defaults to showing a white background with a grid.
4. go to the Pages tab at the top, hover over a page and click the 'Page settings icon' (gear icon in the top left).
5. In the 'Page Settings' popup window that appears, click on the box next to 'Background', then in the smaller pop-up window with little coloured boxes, type 'transparent' in the 'Hex' text field at the bottom and press return. The background box should now have changed to a grey and white checkerboard. Also uncheck the box for 'Grid' then click 'OK'.
6. You should now see the ring and wooden backdrop! You're done. :-)
# The One Ring Character Sheet for Roll20
This sheet works largely on its own, however there is [a Roll20 wiki page devoted to The One Ring](https://wiki.roll20.net/The_One_Ring) and Michael Heilemann (the original sheet author) has also written [a lengthy setup guide for The One Ring in Roll20](https://ringen.squarespace.com/loremasters-journal/2014/10/26/the-one-ring-setup-for-roll-20).
![](https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/assets/sheet-centered.jpg)
The roll buttons assume you have a number of rollable tables (`feat`, `lm-feat`, `normal` and `weary`) setup, as described on [the Wiki page](https://wiki.roll20.net/The_One_Ring).
### Loremaster and Adversary sheets
This is in fact three character sheets in one. A full-on Player Character sheet and two Loremaster sheets meant for characters (that is people who are on the side of the players) and adversaries (that is characters who are not, or creatures). The two former use the `feat` table for rolls, and the latter uses the `lm-feat` table (and has Hate instead of Hope).
### Update 2.0.3 1/10/2021
Updated the Player Character sheet added total_experiance points (as may have asked for this to be added. have also added a custom roll template to use If you previously used the default roll template on your sheet and want to edit the macros to work with the new one, there are two spots you must to edit to make it work.
This macro using the default roll template:
&{template:default} {{name=Sword Attack}} {{attack=[[1d20]]}} {{damage=[[2d6]]}} {{Notes=Sword shouts "Gnome" repeatedly when you're within 20ft of any halfling or dwarf.}}
Needs at the very least change the template name and swap the header name from name to title, to keep things working the same:
&{template:custom} {{color=00ffff}} {{title=Sword Attack}} {{attack=[[1d20]]}} {{damage=[[2d6]]}} {{Notes=Sword shouts "Gnome" repeatedly when you're within 20ft of any halfling or dwarf.}}
I have added all 66 character chat/ping colors that can be used. more documentation on the roll template https://wiki.roll20.net/Building_Character_Sheets/Roll_Templates
### Internationalisation
This sheet has been optimised for English, French, German and Spanish translations. Players who have previously been using the "L'Anneau Unique" and "Der Eine Ring" character sheets can convert to using this version of "The One Ring" sheet without loss of data.
### Custom styling
![](https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/assets/the_one_ring_user_style-centered.png)
An optional custom stylesheet is available to make the character sheet and Roll20 user interface even more stylish! It:
* replaces the standard character sheet font with one that looks a bit more 'Tolkienesque' (see screenshot above)
* changes the Roll20 background to a wooden tabletop with a central ring (see screenshot above)
* hides the dice roll command formula in the chat
* restyles the page and sidebar a bit
To use the custom stylesheet:
1. install either the [Stylish](https://userstyles.org) or [Stylus](https://add0n.com/stylus.html) browser plugins. They basically do the same thing, but Stylus was created after [privacy concerns about changes to Stylish](https://www.ghacks.net/2017/05/16/stylus-is-a-stylish-fork-without-analytics/)
2. If you use Stylish, go to [the stylesheet page on https://userstyles.org](https://userstyles.org/styles/167077/the-one-ring-on-roll20-updated). If you use Stylus, you can simply click here: [![Install directly with Stylus](https://img.shields.io/badge/Install%20directly%20with-Stylus-00adad.svg)](https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/The%20One%20Ring/the_one_ring.user.css)
3. go to Roll20 and open your game. You should see the pages and menu tabs already look different, but the background (probably) doesn't. This is because Roll20 defaults to showing a white background with a grid.
4. go to the Pages tab at the top, hover over a page and click the 'Page settings icon' (gear icon in the top left).
5. In the 'Page Settings' popup window that appears, click on the box next to 'Background', then in the smaller pop-up window with little coloured boxes, type 'transparent' in the 'Hex' text field at the bottom and press return. The background box should now have changed to a grey and white checkerboard. Also uncheck the box for 'Grid' then click 'OK'.
6. You should now see the ring and wooden backdrop! You're done. :-)
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# WH40k Wrath & Glory (Advanced API) Character Sheet
This is a multi-purpose sheet for both characters (default view) and NPC's based on the quickstart rules (subject to change).
This Wrath & Glory character sheet provides dice automation for inline dice rolls for any user and is integrated with the Wrath & Glory dice roller API for mentor level gamemasters.
Please note that the inline dice roll macros do not fully enable the type of dice rolls made in the Wrath & Glory system. Users will need to hover over the inline roll results to count the number of successes (4 or 5 = 1 success; a 6 = an exalted icon that may be shifted to 2 successes); the inline rolls do not allow for counting if a 6 is = to 2 successes. At this point it does not add modifiers to the rolls for inline dice.
If you have any questions, comments, or feedback (all welcome) please contact Barry at btsnyder@gmail.com
### Current Version
Version 3.1 (August 30th, 2020) Revised Release (3.1) fixes.
this release focused on incorporating max wounds changes from errata, a wiley defect (logical error) in dice rolls, and the addition of dying around trauma.
### Thanks
Many thanks to my players (Dave, Brian, Matt, and Tyler) for their patience as I evolved the sheet and die roller (sometimes - literally - in the middle of play).
Many thanks to the following individuals who reported defects and provided improvements:
1. Morback: extra die on rolls + implement force to add 1/2 willpower to weapon DR + corruption level and roll changes
2. Zoraste: update wounds to include wounds_max for token bar linking + notes field for Gear + minor spelling errors + request for private rolls + contributed code for automating trait calculations
3. Fenrir: new layout was his work; full contributions in the API.
4. Thomas: whose help in identifying the underlying issue with a bug fix and willingness to test was a great aid!
### Planned Releases
3.2 Maintenance - refactor code to align with Roll20 standards.
### Current Release Changelog
v3.1. Errata, Fixes, and Dying Enhancement
The major element of this release, beyond cosmetic changes to match against the Revised rules is the additon of traumatic weapons and replacing existing dice with a number of wrath dice = traumatic injuries.
Updates:
01. New: Added Dying checkbox to align with how Traumatic wounds work. The Wrath dice for Traumatic Wounds only apply when a player is dying.
02. Fix: Additional wrath dice are only triggered if the Dying checkbox is checked. Before it was triggered if the number of Traumatic wounds was greater than 0. This is per RAW.
03. Fix: Updated load to account for weapons field value that is not being reset for character sheets prior to 3.01.
04. Fix: Under very specific circumstances, dice rolls for skills and weapon attacks were off by 1 to 2 dice.
05. Fix: Number of dice being rolled for roll20 standard dice rolling mechanics for damage on attacks was not being properly updated - resulting in missing dice.
06. New: Errata changes for calculating wounds - I opted to leave in the recovery roll for shock to allow groups to have that option if so desired.
### Changelog
** August 30th, 2020 - v3.1 - Fixes with Dying Enhancement**
** May 18th, 2020 - v3.0 - Revisions to Align with Cubicle 7 Revised Edition**
The major element of this release, beyond cosmetic changes to match against the Revised rules is the additon of traumatic weapons and replacing existing dice with a number of wrath dice = traumatic injuries.
Updates:
01. Cosmetic: Replaced all references to BP and Buildpoints with XP and Experience Points respectively.
02. Cosmetic: Updated references to Soak to Determination. Note till vehicle and voidship rules are updated I have left them with Soak.
03. Cosmetic: References to Race changed to Species.
04. Cosmetic: References to Malignancy/ies changed to Mutation/s.
05. Cosmetic: relabled Defining Trait to Background Type, removed Keyword from the list and renamed Custom to Other.
06. Cosmetic: swapped Faction (previously Framework) with Species/Gender
07. Cosmetic: added text in skills flagging those with optional use requirements.
08. Cosmetic: added text to DMOD insturcting to add +1 for Brutal and Melta Short weapons.
09. Cosmetic: Moved Memoriable Injuries to Combat tab.
10. Cosmetic: Switched presentation of Current and Max for Shock and Wounds.
11. Cosmetic: Removed Hvy and Lght wounds; no longer in use.
12. Fix: Brutal Roll for non-api die roller on weapon damage.
13. Fix: Total Corruption Adjusted value.
14. Update: Per revised rules, removed ranks 4 and 5 and updated rank label accordingly.
15. Update: removed defiance rolls - no longer used.
16. NEW: Added Faith to first tab.
17. NEW: Added Traumatic Injuries section next to memoriable injuries.
18. NEW: created script workers to manage Traumatic Injury count - when you add counter goes up; when you remove counter goes down.
19. NEW: Added a Melta dice roller for when using Melta vs structure and vehicles; too complex for adding to W&G dice roller at this point.
20. NEW: Automated replacement of wrath dice with traumatic injuries for Attributes, Traits, Skills, Weapons, and Psychic Powers. This does not include vehicle and voidship rules till those rules are released.
21. NEW: On personal tab added fields for - Appearance, Age, Eyes, Hair, Height,Size, and Features.
** July 28th, 2019: version 2.7 - Dice overhaul + fixes, updates, and enhancements**
Updates:
1. Cosmetic change: changed all dice to D6; teal buttons roll wrath, black/gold/red buttons have no wrath die.
2. Cosmetic change: added spacing and thick dark teal line between psychic powers (PC and NPC)
3. Cosmetic change: changed all references to Combat Rolls to Rolls (PC, NPC, Vehicle, Voidship)
4. Cosmetic change: On PC Equipment sheet added thick dark teal line between vehicles and voidships.
5. Cosmetic change: made all areas for lengthy text entry two lines in height.
6. Cosmetic change: changed DN field for powers to text so values other than numbers can be entered - example is Defense.
7. Fix: corrected layout of Heavily Wounded at label and field for Vehicles and Voidships.
8. Update: Refined the inline dice rolls to now show critical on rolling standard pool and to show a critical when rolling a 1 on wrath die.
9. Update: Added option for Weapon Skill + Agility in weapons; this accounts for use of a Pistol in Melee where an attack roll is Agility + Weapon Skill.
10. New: Psychic powers now have an additional option to roll an alternative dice roll for shock, wounds, and mortal damage.
11. New: Added d66 to psychic powers. Future enhancement will convert this into a Peril of the Warp result.
12. New: Added d3, d6, and d66 die roller on combat rolls for PC's and NPC's.
13. New: Added Memorable Injuries as a repeating framework - can capture multiple memorable injuries - to Personal tab.
14. New: Auto set rank title based on the selected rank; also automated to update existing character sheets.
** June 30th, 2019: version 2.6 - Fixes**
Updates:
1. Fixed NaN error when rolling psyker damage.
2. Added Psychic Mastery as a hard skill on NPC's so Psychic power rolls are auto-calculated.
3. Added to all tests a wrath outcome when using the API die roller so that a new ability in the API is included - it lists outcome of the die roll.
** December 17th, 2018: version 2.5 - Fixes**
Updates:
1. Fixed update to Conviction for older sheets.
2. Fixed voidship wounds current; which was pointing to vehicle wounds current.
3. Updated vehicle and voidship wounds to Roll20 standard of wound/wound_max.
4. Calculated Heavily wounded for Vehicle and Voidships.
5. Autoupdate old versions of charactersheets for vehicle wounds, voidship wounds, calculating heavily wounded for vehicles, and heavily wounded for voidships.
** November 4th, 2018: version 2.4 - API Message Layout Changes**
Updates:
1. API calls to the Wrath & Glory die roller will now use a different layout; the labels are inversed and a slight tweak made to font settings.
2. API calls will now calculate damage. The previous DR is replaced with a Damage label and it will show Total Damage and in Parenthesis DR & Successes.
3. Fixed a labeling issue in the inline dice rolls.
** October 28th, 2018: version 2.3 - Private Rolls & Background**
Updates:
1. Added the ability to whisper rolls to the GM. A checkbox at the top of the page allows all rolls on the page to be sent only to the GM. [Thanks to Zoraste for the suggestion]
2. Expanded background field to match RAW. Background now includes defining trait (which can be custom) and a field for the benefit of the defining trait.
3. Automated calculation of traits: conviction, resist corruption, passive awareness, resolve, defense, resilience, and soak. Note Mod fields were added for defense, resilience, and soak. On the NPC sheet Awarness was added as a permanent skill.[Thanks to Zoraste for code provided for this capability]
4. Made Malignancies a repeating section to capture each malignancy seperate of each other.
5. Onload - first time loaders of this functionality will have their traits updated as previous formulas were changed.
** October 14th, 2018: version 2.2 - Enhancements & Fixes**
Updates:
1. Fixed minor types [Thanks to Zoraste for the catch]
2. Fixed label on Persuasion roll - when rolled it said Persuasion Assist when it should have been persuasion.
3. Roll Glory now uses API or inline dice rolling.
4. Added hover text to skills for quick reference on use.
5. Removed woundscurrent and shockcurrent and added wounds_max and shock_max so token bars operate properly [Thanks to Zoraste for the suggestion]
6. Created script to update wounds and shock based on existing scores in woundscurrent and shockcurrent
7. Added a gear tooltip to the gear and assets for PC's [Thanks to Zoraste for the suggestion]
8. added a quantity field to gear [Thanks to Zoraste for the suggestion]
9. Auto calculate wounds_max and shock_max; wounds = modified toughness + tier + mod; shock = modified willpower + tier + mod. Both shock and wounds will also calculate off of custom tier.
10. Added a Mod field to shock and wounds to update values from abilities, powers, etc.
11. Added check on tier; when not set to custom the value is changed to 0.
12. Added Lightly wounded value.
13. Auto Generate light and heavy wounded values.
14. Salvo needs to be a text field to allow for --; -- has specific rules implementations. Field originally allowed only numeric characters.
15. If a psyker (added as a checkbox under keywords) and a weapon is a force weapon add 1/2 Base Willpower to DR. If the character is not a psyker and the weapon is a force weapon -2 to DR. [Thanks to Morback for the suggestion]
16. For PC & NPC sheets: Onload of a character sheet with current version, automatically update all weapon DR's, corruption levels, wound, shock, light wounded, heavy wounded.
** September 23rd, 2018: version 2.1 - Fixes**
Updates:
1. Fixed all attack rolls using the API (character, NPC, Vehicle, Voidship); the feed to the API was not subtracting a die for Wrath from the pool being rolled.
2. Modified Corruption line under mental/social traits to list level of corruption and DN per page 367 of core rulebook.
3. Added Resist Corruption line under mental/social traits after the Corruption Rating
4. Fixed Mission BP not being added to totals.
** August 20th, 2018: version 2.0 - Base Rule Alignment Changes**
Updates:
1. Changed XP labels to BP and tweaked layout on the progression tab; still same effect.
2. Updated NPC Type list (added Elite and renamed Monster to Monstrous Creature).
3. Added Assets to Gear Label so now it is Gear & Assets.
4. Changed NPC Size to a drop down populated with the size categories.
5. Updated Tier to a dropdown and added a note section for ascension notes.
6. Removed Rank Bonus (redundant) and added the rank description as a drop down.
7. Added a custom field for Tier; the rules talk about GM's having tiers higher than 5.
8. Removed dice rolling for Passive Awareness and Wealth; neither have dice rolls per core rules.
9. Added Passive Awareness and Conviction to NPC's.
10. Added empty checkbox to weapons on both PC and NPC tables to track when you use your last reload and you have not emptied the weapon yet. On the next complication or other event the weapon is out of ammo.
11. Added a seventh tab and reorganized content - Abilities, talents, and psychic power are on the 'Powers' tab; Gear & Assets, vehicles, and voidships will be on the 'Equipment' tab; objectives, background, malignancies, and alliances are on the 'Personal' tab.
12. Moved ascension notes to the Abilities tab as an expanded note by Tier.
13. Added section for entering psychic powers.
14. Added a section for listing multiple vehicles and voidships under Equipment for PC/Adversary view.
15. Added section in Powers for Psychic powers with the ability to roll a test, push the test, and roll damage.
16. Added a new column to skills with an assist roll; assist rolls do not include wrath dice.
17. Created a view for vehicles and voidships; these views include fields for entering a pool of dice for rolls. Players can also make the appropriate tests from their character sheet.
Note: No existing attributes were changed or removed. Existing functionality was expanded.
Fixes:
1. Toggling of Use Inline Dice vs API. When checked and then unchecked, every time the sheet would be reopened it was defaulting to checked. It should open to the value it closed on... checked or unchecked.
** July 26th, 2018: version 1.0 submitted to Roll20**
- resubmitted on August 6th due to roll20 packaging error.
### Known Issues
# WH40k Wrath & Glory (Advanced API) Character Sheet
This is a multi-purpose sheet for both characters (default view) and NPC's based on the quickstart rules (subject to change).
This Wrath & Glory character sheet provides dice automation for inline dice rolls for any user and is integrated with the Wrath & Glory dice roller API for mentor level gamemasters.
Please note that the inline dice roll macros do not fully enable the type of dice rolls made in the Wrath & Glory system. Users will need to hover over the inline roll results to count the number of successes (4 or 5 = 1 success; a 6 = an exalted icon that may be shifted to 2 successes); the inline rolls do not allow for counting if a 6 is = to 2 successes. At this point it does not add modifiers to the rolls for inline dice.
If you have any questions, comments, or feedback (all welcome) please contact Barry at btsnyder@gmail.com
### Current Version
Version 3.1 (August 30th, 2020) Revised Release (3.1) fixes.
this release focused on incorporating max wounds changes from errata, a wiley defect (logical error) in dice rolls, and the addition of dying around trauma.
### Thanks
Many thanks to my players (Dave, Brian, Matt, and Tyler) for their patience as I evolved the sheet and die roller (sometimes - literally - in the middle of play).
Many thanks to the following individuals who reported defects and provided improvements:
1. Morback: extra die on rolls + implement force to add 1/2 willpower to weapon DR + corruption level and roll changes
2. Zoraste: update wounds to include wounds_max for token bar linking + notes field for Gear + minor spelling errors + request for private rolls + contributed code for automating trait calculations
3. Fenrir: new layout was his work; full contributions in the API.
4. Thomas: whose help in identifying the underlying issue with a bug fix and willingness to test was a great aid!
### Planned Releases
3.2 Maintenance - refactor code to align with Roll20 standards.
### Current Release Changelog
v3.1. Errata, Fixes, and Dying Enhancement
The major element of this release, beyond cosmetic changes to match against the Revised rules is the additon of traumatic weapons and replacing existing dice with a number of wrath dice = traumatic injuries.
Updates:
01. New: Added Dying checkbox to align with how Traumatic wounds work. The Wrath dice for Traumatic Wounds only apply when a player is dying.
02. Fix: Additional wrath dice are only triggered if the Dying checkbox is checked. Before it was triggered if the number of Traumatic wounds was greater than 0. This is per RAW.
03. Fix: Updated load to account for weapons field value that is not being reset for character sheets prior to 3.01.
04. Fix: Under very specific circumstances, dice rolls for skills and weapon attacks were off by 1 to 2 dice.
05. Fix: Number of dice being rolled for roll20 standard dice rolling mechanics for damage on attacks was not being properly updated - resulting in missing dice.
06. New: Errata changes for calculating wounds - I opted to leave in the recovery roll for shock to allow groups to have that option if so desired.
### Changelog
** August 30th, 2020 - v3.1 - Fixes with Dying Enhancement**
** May 18th, 2020 - v3.0 - Revisions to Align with Cubicle 7 Revised Edition**
The major element of this release, beyond cosmetic changes to match against the Revised rules is the additon of traumatic weapons and replacing existing dice with a number of wrath dice = traumatic injuries.
Updates:
01. Cosmetic: Replaced all references to BP and Buildpoints with XP and Experience Points respectively.
02. Cosmetic: Updated references to Soak to Determination. Note till vehicle and voidship rules are updated I have left them with Soak.
03. Cosmetic: References to Race changed to Species.
04. Cosmetic: References to Malignancy/ies changed to Mutation/s.
05. Cosmetic: relabled Defining Trait to Background Type, removed Keyword from the list and renamed Custom to Other.
06. Cosmetic: swapped Faction (previously Framework) with Species/Gender
07. Cosmetic: added text in skills flagging those with optional use requirements.
08. Cosmetic: added text to DMOD insturcting to add +1 for Brutal and Melta Short weapons.
09. Cosmetic: Moved Memoriable Injuries to Combat tab.
10. Cosmetic: Switched presentation of Current and Max for Shock and Wounds.
11. Cosmetic: Removed Hvy and Lght wounds; no longer in use.
12. Fix: Brutal Roll for non-api die roller on weapon damage.
13. Fix: Total Corruption Adjusted value.
14. Update: Per revised rules, removed ranks 4 and 5 and updated rank label accordingly.
15. Update: removed defiance rolls - no longer used.
16. NEW: Added Faith to first tab.
17. NEW: Added Traumatic Injuries section next to memoriable injuries.
18. NEW: created script workers to manage Traumatic Injury count - when you add counter goes up; when you remove counter goes down.
19. NEW: Added a Melta dice roller for when using Melta vs structure and vehicles; too complex for adding to W&G dice roller at this point.
20. NEW: Automated replacement of wrath dice with traumatic injuries for Attributes, Traits, Skills, Weapons, and Psychic Powers. This does not include vehicle and voidship rules till those rules are released.
21. NEW: On personal tab added fields for - Appearance, Age, Eyes, Hair, Height,Size, and Features.
** July 28th, 2019: version 2.7 - Dice overhaul + fixes, updates, and enhancements**
Updates:
1. Cosmetic change: changed all dice to D6; teal buttons roll wrath, black/gold/red buttons have no wrath die.
2. Cosmetic change: added spacing and thick dark teal line between psychic powers (PC and NPC)
3. Cosmetic change: changed all references to Combat Rolls to Rolls (PC, NPC, Vehicle, Voidship)
4. Cosmetic change: On PC Equipment sheet added thick dark teal line between vehicles and voidships.
5. Cosmetic change: made all areas for lengthy text entry two lines in height.
6. Cosmetic change: changed DN field for powers to text so values other than numbers can be entered - example is Defense.
7. Fix: corrected layout of Heavily Wounded at label and field for Vehicles and Voidships.
8. Update: Refined the inline dice rolls to now show critical on rolling standard pool and to show a critical when rolling a 1 on wrath die.
9. Update: Added option for Weapon Skill + Agility in weapons; this accounts for use of a Pistol in Melee where an attack roll is Agility + Weapon Skill.
10. New: Psychic powers now have an additional option to roll an alternative dice roll for shock, wounds, and mortal damage.
11. New: Added d66 to psychic powers. Future enhancement will convert this into a Peril of the Warp result.
12. New: Added d3, d6, and d66 die roller on combat rolls for PC's and NPC's.
13. New: Added Memorable Injuries as a repeating framework - can capture multiple memorable injuries - to Personal tab.
14. New: Auto set rank title based on the selected rank; also automated to update existing character sheets.
** June 30th, 2019: version 2.6 - Fixes**
Updates:
1. Fixed NaN error when rolling psyker damage.
2. Added Psychic Mastery as a hard skill on NPC's so Psychic power rolls are auto-calculated.
3. Added to all tests a wrath outcome when using the API die roller so that a new ability in the API is included - it lists outcome of the die roll.
** December 17th, 2018: version 2.5 - Fixes**
Updates:
1. Fixed update to Conviction for older sheets.
2. Fixed voidship wounds current; which was pointing to vehicle wounds current.
3. Updated vehicle and voidship wounds to Roll20 standard of wound/wound_max.
4. Calculated Heavily wounded for Vehicle and Voidships.
5. Autoupdate old versions of charactersheets for vehicle wounds, voidship wounds, calculating heavily wounded for vehicles, and heavily wounded for voidships.
** November 4th, 2018: version 2.4 - API Message Layout Changes**
Updates:
1. API calls to the Wrath & Glory die roller will now use a different layout; the labels are inversed and a slight tweak made to font settings.
2. API calls will now calculate damage. The previous DR is replaced with a Damage label and it will show Total Damage and in Parenthesis DR & Successes.
3. Fixed a labeling issue in the inline dice rolls.
** October 28th, 2018: version 2.3 - Private Rolls & Background**
Updates:
1. Added the ability to whisper rolls to the GM. A checkbox at the top of the page allows all rolls on the page to be sent only to the GM. [Thanks to Zoraste for the suggestion]
2. Expanded background field to match RAW. Background now includes defining trait (which can be custom) and a field for the benefit of the defining trait.
3. Automated calculation of traits: conviction, resist corruption, passive awareness, resolve, defense, resilience, and soak. Note Mod fields were added for defense, resilience, and soak. On the NPC sheet Awarness was added as a permanent skill.[Thanks to Zoraste for code provided for this capability]
4. Made Malignancies a repeating section to capture each malignancy seperate of each other.
5. Onload - first time loaders of this functionality will have their traits updated as previous formulas were changed.
** October 14th, 2018: version 2.2 - Enhancements & Fixes**
Updates:
1. Fixed minor types [Thanks to Zoraste for the catch]
2. Fixed label on Persuasion roll - when rolled it said Persuasion Assist when it should have been persuasion.
3. Roll Glory now uses API or inline dice rolling.
4. Added hover text to skills for quick reference on use.
5. Removed woundscurrent and shockcurrent and added wounds_max and shock_max so token bars operate properly [Thanks to Zoraste for the suggestion]
6. Created script to update wounds and shock based on existing scores in woundscurrent and shockcurrent
7. Added a gear tooltip to the gear and assets for PC's [Thanks to Zoraste for the suggestion]
8. added a quantity field to gear [Thanks to Zoraste for the suggestion]
9. Auto calculate wounds_max and shock_max; wounds = modified toughness + tier + mod; shock = modified willpower + tier + mod. Both shock and wounds will also calculate off of custom tier.
10. Added a Mod field to shock and wounds to update values from abilities, powers, etc.
11. Added check on tier; when not set to custom the value is changed to 0.
12. Added Lightly wounded value.
13. Auto Generate light and heavy wounded values.
14. Salvo needs to be a text field to allow for --; -- has specific rules implementations. Field originally allowed only numeric characters.
15. If a psyker (added as a checkbox under keywords) and a weapon is a force weapon add 1/2 Base Willpower to DR. If the character is not a psyker and the weapon is a force weapon -2 to DR. [Thanks to Morback for the suggestion]
16. For PC & NPC sheets: Onload of a character sheet with current version, automatically update all weapon DR's, corruption levels, wound, shock, light wounded, heavy wounded.
** September 23rd, 2018: version 2.1 - Fixes**
Updates:
1. Fixed all attack rolls using the API (character, NPC, Vehicle, Voidship); the feed to the API was not subtracting a die for Wrath from the pool being rolled.
2. Modified Corruption line under mental/social traits to list level of corruption and DN per page 367 of core rulebook.
3. Added Resist Corruption line under mental/social traits after the Corruption Rating
4. Fixed Mission BP not being added to totals.
** August 20th, 2018: version 2.0 - Base Rule Alignment Changes**
Updates:
1. Changed XP labels to BP and tweaked layout on the progression tab; still same effect.
2. Updated NPC Type list (added Elite and renamed Monster to Monstrous Creature).
3. Added Assets to Gear Label so now it is Gear & Assets.
4. Changed NPC Size to a drop down populated with the size categories.
5. Updated Tier to a dropdown and added a note section for ascension notes.
6. Removed Rank Bonus (redundant) and added the rank description as a drop down.
7. Added a custom field for Tier; the rules talk about GM's having tiers higher than 5.
8. Removed dice rolling for Passive Awareness and Wealth; neither have dice rolls per core rules.
9. Added Passive Awareness and Conviction to NPC's.
10. Added empty checkbox to weapons on both PC and NPC tables to track when you use your last reload and you have not emptied the weapon yet. On the next complication or other event the weapon is out of ammo.
11. Added a seventh tab and reorganized content - Abilities, talents, and psychic power are on the 'Powers' tab; Gear & Assets, vehicles, and voidships will be on the 'Equipment' tab; objectives, background, malignancies, and alliances are on the 'Personal' tab.
12. Moved ascension notes to the Abilities tab as an expanded note by Tier.
13. Added section for entering psychic powers.
14. Added a section for listing multiple vehicles and voidships under Equipment for PC/Adversary view.
15. Added section in Powers for Psychic powers with the ability to roll a test, push the test, and roll damage.
16. Added a new column to skills with an assist roll; assist rolls do not include wrath dice.
17. Created a view for vehicles and voidships; these views include fields for entering a pool of dice for rolls. Players can also make the appropriate tests from their character sheet.
Note: No existing attributes were changed or removed. Existing functionality was expanded.
Fixes:
1. Toggling of Use Inline Dice vs API. When checked and then unchecked, every time the sheet would be reopened it was defaulting to checked. It should open to the value it closed on... checked or unchecked.
** July 26th, 2018: version 1.0 submitted to Roll20**
- resubmitted on August 6th due to roll20 packaging error.
### Known Issues
1. Inline rolls do not show two successes on a 6 and die modifier is not added; this functionality is not core within the Roll20 capabilities and an expanded formula needs to be created.
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# carbon-2185-quickstart
Carbon 2185 Quickstart Character Sheet for Roll20
# carbon-2185-quickstart
Carbon 2185 Quickstart Character Sheet for Roll20
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Gaslands is a tabletop game of post-apocalyptic vehicular mayhem. With fast and cinematic rules, it is designed to be played with toy cars, allowing players to ram, skid and race their way through the wreckage of a burnt-out Earth. Gaslands is published by Osprey Games.
I'm creating a sheet so it can be played on Roll20.
Gaslands is a tabletop game of post-apocalyptic vehicular mayhem. With fast and cinematic rules, it is designed to be played with toy cars, allowing players to ram, skid and race their way through the wreckage of a burnt-out Earth. Gaslands is published by Osprey Games.
I'm creating a sheet so it can be played on Roll20.