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