NokiMo
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v13.0.0beta23

As promised, a new beta with all the player content from Eberron: Rising from the Last War.

What I expected to be the end of last week has become the end of this week. I got a bit stuck on some artificer features that were not at all compatible with the sheet's functionality. Most importantly, the ability to add a damage die to spells. I ended up rewriting the function that does the damage addition to spells so that it supports adding a fixed number, an ability score modifier, and a die. It now also takes better care of not adding the damage to every roll of the spell, but only once, unless set to add it to every roll.

Unfortunately, I didn't find the time to work on the latest Unearthed Arcana as well. The psionic subclass will have to wait until next year, because I'm leaving the country tomorrow to visit family. I might have some time to work on it after Christmas, but I doubt that it'll be done before 2020.

I would like to thank all of you for your ongoing support and wish everybody happy holidays and a prosperous 2020!

As always, please comment with any bugs you find or if something doesn't work as expected. The artificer introduces some new things that might not work all that well with the sheet or might not work in the most user-friendly fashion. Don't hesitate to comment if you stumble upon something you feel is a bug or could be improved!


>> Click here for v13.0.0beta23 <<

( https://www.patreon.com/posts/19406992 )  




Why  not release v13 right now you ask? The answer is the same as for the  previous three beta releases: I would like to (finally) have a website  up and running where I can host it, with a dedicated way for bug  reporting and frequently asked questions. You might have noticed that  none of the bookmarks that link to my website work at the moment. I  would like for that to be remedied before releasing v13 outside of this  Patreon. I came a long way with making the website, but stopped working  on it as I was putting more time and effort towards finishing the  support for magic items. The website is working, it just needs contents,  so that is what I’ll be focussing on next.



I understand how inconvenient the limitation on importing from betas has been and like to remedy this issue. Because beta14 through beta23 have no underlying changes in the fields or functions, it will be possible to import between beta14 through beta23 without issue. Also, you can expect to be able to import your character from beta14 through beta23 over to the final v13.

One caveat, if you are importing from a beta15 or beta16 that has a duplication error with the ability score increase from magic items, than that duplication error will also be brought over into this beta.

So please don’t hesitate to use this beta as your full character sheet, there shouldn’t be any issues bringing anything from it along over to the stable release of v13.

However, it still won’t be possible to import from betas older than beta14 (v13.0.0beta - v13.0.0beta13), as they do have different fields and/or functions that won't translate.

Comments

You are right, my apologies. I misremembered how the import function works with sources not available in the old sheet being set to included or excluded. There is an exception coded in for new Unearthed Arcana sources that causes them to always be set to excluded when importing a sheet. I'll make a change in the next version of the sheet that will properly show the "Choose Feature" button when you include/exclude a source that would make it be (in)visible.

MorePurpleMoreBetter

The "Choose Feature" button isn't there after importing. I found the solution though - I needed to add another druid level, then delete it. That made the button show up. Thanks for everything!

Tim Jones

To have an alternative class feature from the UA: Class Feature Variants article be included, you need to select it via the "Choose Feature" button on the second page. To have this button, make sure the right source is included prior to add the class levels (or importing). There is no way to add more than 16 spells in the spell selection dialog (assuming you are talking about the "Bonus Spells" column). You can add more via an import script, by changing the code in the console, or by manually adding them on the spell sheet with the spell line menu.

MorePurpleMoreBetter

Bug report: UA Class Feature Variants I'm on v13.0.0beta23 [Printer Friendly - Redesign] I've added UA - Class Feature Variants to the sources. That should add spells to the Druid spell list, but the new spells are not showing up. Is this intended behavior, or am I doing something wrong? Alternately, is there a way to add more than 16 new spells to the spell list? You can change the number box to 20, but there are only 16 text boxes to add the new spells.

Tim Jones

Thank you for reporting any issues you find with the betas! I missed something when transforming that feat over to the v13 way of doing things. I'll make sure it is fixed in the next version of the sheet.

MorePurpleMoreBetter

Possible Bug Report: Feat: Grudge-Bearer from UA_fr Feat should have a dialog box asking to choose which creature type the grudge is against. However, when chosen, the title is "Grudge-Bearer [2 humanoids], and there is no dialog box. In the area to choose the resources, when choosing which feats, it does show the sub-choices, they just can't be selected in the sheet.

Jeffrey Muller

Thanks!

Collin Douglas

There is an import script for the Blood Hunter on my GitHub, but the easiest way to get it into the sheet is to follow the instructions (and use the link) provided in this reddit post: https://redd.it/965yoz

MorePurpleMoreBetter

I want to import the Blood Hunter class and a revision of it. What do I need to do to get that up and running?

Collin Douglas

Thank you for reporting any issues you find with the betas! I'll make sure the correct level is written in the Steel Defender's traits. As for the Enhanced Defense infusion, you can just select any type of magic item, it simply adds a magic item automatically but you can change it. It is now set to add the magic item "armor +1" or "armor +2", depending on level. It can't first have you choose the magic item (armor +X or shield +X) and only then add the magic item. As a solution I'll add two options for Enhanced Defense, one that immediately adds the Armor +X magic item and another that immediately adds the Shield +X magic item. You can expect these changes in the next version of the sheet.

MorePurpleMoreBetter

Bug report for steel defender. under its traits it says "If its creator is a 9th level artificer (battle smith), this also deals 1d4 + its creator's Int modifier in force damage to the attacker." It should be 15th level. EDIT: Enhanced Defense infusion doesn't allow you to select "Shield" which it should.

mainman879

Ah. Apologies. When I was looking at the Drow Magic description on 5etools, i thought it meant that it kept the proficiency. I missed the "Choose 1."

Tyler McGeehan

Thank you for reporting any issues you find with the betas! However, neither of these are bugs. 1. The Drow Magic variant for Half-elves replaces their skill versatility, it is not an addition to the Half-elf traits. Also, Half-elves don't get proficiency with Perception at all. Thus, you don't get proficiency in any skills as a Drow Magic Half-elf. The sheet is correctly implementing the rules as written in Sword Coast Adventures Guide page 116. 2. The sheet doesn't change your speed based on what you are wearing or carrying. Instead, it always shows you the speed that you would have when encumbered in the "Encumbered Speed" section. It is done this way so that you can see both speeds when the sheet is printed out. This comes in handy when your character puts on or takes off heavy armour without meeting the strength requirement.

MorePurpleMoreBetter

Thank you for reporting any issues you find with the betas! The orc is there, it just isn't added to the drop down list because of a typo (I wrote "sortName" where I should've written "sortname" in the code). I'll fix this in the next version. Or you can grab the updated code from this GitHub folder: https://github.com/safety-orange/Imports-for-MPMB-s-Character-Sheet/tree/master/WotC%20material/v13 In the meantime, you can make the sheet use the Eberron Orc by writing "Eberron Orc" in the race drop-down box (or any combinations of the word "orc" and "eberron").

MorePurpleMoreBetter

I see the added and modified races from Eberron: Rising from the Last War, but I do not see the updated version of the Orc that removes the negative intelligence modifier and changes the skill bonuses. That is to say the Orc shows up as an option when that source is enabled but has nothing coded, no bonuses etc. It only has racial stats when Volo's Guide to Monsters is also enabled, and then only has stats for that version of the race.

Chris Clowes

Amazing stuff mate. Even with everything you’ve got going on. Very thankful for this sheet.

Sean McInnes

Content Bug Report for Drow Magic Half Elf and Heavy Armor v13.0.0beta23 While building a Drow Magic Half-Elf Paladin/Warlock, I noticed two things are missing: 1. Drow Magic Half-Elves get proficiency in Perception and two other skills of your choice. This doesn't show up in the tool tip when you mouse over the skill proficiency bubbles. 2. Chain Mail, Splint Armor, and Plate Armor all have strength requirements which, if not met, reduce your speed by 10. This doesn't seem to happen. Using Splint, with a strength of 15 (the requirement for Splint) my speed is 30. If I drop my strength to 14, walking speed is still 30. Is there a way to make that automatically drop the speed by 10? Thank you for all your hard work!!

Tyler McGeehan


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