v13.0.0beta11
Added 2019-02-07 22:42:33 +0000 UTCSome of you might already have noticed the new beta being uploaded to the beta download post or Dropbox/Google Drive yesterday. I couldn’t find the time to make a post about it yesterday, but I figured that uploading the new beta would be more welcome than writing about it.
v13.0.0beta11 introduces a bunch of new features for the magic items to take advantage off and, as a result, making it easier for classes, races, backgrounds, and feats to be implemented and affect more parts of the sheet’s automation. I hope this version makes it easy for you to add magic items to your character, even though the selection is still quite limited. A lot of people are working hard on getting all of them transcribed, but the whole process takes time to thoroughly test.
>> Find v13.0.0beta11 here <<
( https://www.patreon.com/posts/19406992 )
I am very happy to announce that all SRD magic items have been claimed by people. I’m still blown away by the continued thriving community around this project and want to thank everybody who has contributed their time!
Even though all items are claimed, and most are finished, only a handful are available in the current beta. The reason for this is that I’m personally checking every magic item addition and adding features as needed to accommodate the items. This doesn’t always go as fast as I would like it to, but it does result in a sheet with more features.
One example of such a new feature is the ability for things (class features/feats/races/magic items) to change spell descriptions on the spell sheets. This wasn’t possible until now. Something like the Sorcerer (Draconic Bloodline) can now list its charisma bonus to damage of a certain energy type on the spell list. Implementation of this new feature is still ongoing and not all classes have been coded to take full advantage of it. Please help me to pinpoint all the class features, racial traits, and feats that should affect spells but don’t do so yet in the current beta.
Changes since the previous beta:
- Fixed the magic item choice not being applied after removing attunement and then applying attunement again;
- ArmourList entries set by magic items have the attribute isMagicArmor : true;
- WeaponsList entries set by magic items have the attribute isMagicWeapon : true;
- AmmoList entries set by magic items have the attribute isMagicAmmo : true;
- Fixed attributes ‘weaponsAdd’ and ‘armorAdd’;
- Fixed issue with importing spell sheets;
- Changed the width of the “Magical Override” column in the Ability Scores dialog;
- Added attributes ‘chooseGear’, ‘nameAlt’, and ‘nameTest’ to the magic item object;
- Fix an issue with removing magic items that require attunement but are no longer attuned;
- Added support for other things than Class Features to add a text to the Notes section on the third page or on its own “Notes” page, the ‘addToNotes’ attribute;
- Added support for class feature dependencies instead of doing this with several eval custom script (e.g. for the Draconic Bloodline Sorcerer having the Dragon Ancestor automatically affect the Elemental Affinity selection), using the ‘choiceDependencies’ attribute;
- Added support for class features automatically adding an ‘extrachoice’ to the third page instead of using eval (e.g. the Monk’s Flurry of Blows), using the ‘autoSelectExtrachoices’ attribute;
- Added support for changing the Carrying Capacity Multiplier using an attribute, ‘carryingCapacity’, instead of using eval;
- Added support for the ‘type’ attribute for the GearList and ToolsList, making those into submenus instead of listing them with indentation;
- Added support for converting temperatures between Fahrenheit and Celsius when changing between the imperial and metric systems;
- Added support for converting gallons to litres and vice versa when changing between the imperial and metric systems. As a result, cubic feet are no longer converted to litres but to cubic metres instead;
- Added support for converting negative numbers when changing between the imperial and metric systems;
- Added a way for things to affect attributes of spells on the spell sheet. For example, the casting time of a spell can be changed or its range, or description, or anything really;
- Added an option to not put a line in empty fields on the spell sheet.
Just like all the betas that have gone before, I would much appreciate anybody who tests these new versions thoroughly and reports back any issues they find.
Just like v13.0.0beta10 and the betas before it, this beta can't import a character from one of the previous betas (v13.0.0beta - v13.0.0beta10). This is a precaution, not a bug! This is done because the sheet can't accommodate all the intermediary changes that I had implemented in the other betas without being too convoluted. You will be able to import from v12.999 and older sheets, as well as from another v13.0.0beta11.
Comments
Yes, the next beta has now been uploaded. See <a href="https://www.patreon.com/posts/25352148">https://www.patreon.com/posts/25352148</a>
MorePurpleMoreBetter
2019-03-13 21:02:18 +0000 UTCI noticed earlier today that the v.11 wasn't in the dropbox folder. Are you uploading another one?
Paul Reitz
2019-03-13 18:16:52 +0000 UTCThank you for reporting any issues you find with the betas. Unfortunately I'm unable to reproduce the issue you are describing. I don't have any issues with the initiative being calculated incorrectly when selecting the Avariel (winged elf) from the race drop-down. Can you please walk me through how to get the sheets to do this, starting from a freshly downloaded sheet? Might it be that you selected a class that adds something to the initiative, like how the Rogue (Swashbuckler) adds its Intelligence modifier? And that that modifier is -5? You will probably see it in the modifier fields, which you can make visible with the "Modifiers" bookmark.
MorePurpleMoreBetter
2019-03-12 11:00:28 +0000 UTCThank you for reporting any issues you find with the betas. Because of the comment by Hayden Quin, I had a good look at the code for conditions and advantage/disadvantage and decided to fully redo it so that it works more efficiently and so that the (dis)advantage checkboxes link into the newer features of the sheet, like Passive Perception.
MorePurpleMoreBetter
2019-03-12 10:55:43 +0000 UTCWhile creating an avariel (for which source I'm using UA), with dexterity bonus +3, I found that my initiative bonus goes to -3 (with strange modifier -5) - I'm not sure if that's a bug?
Agata Chruścińska - Oczkowska
2019-03-11 10:48:58 +0000 UTCVampires, at least some, are available via the Plane Shift scripts in the subreddit.
Tony Moreno
2019-03-11 01:26:13 +0000 UTCWill vampires and lycanthropes be added eventually to the sheets?
Julie Campbell
2019-03-10 20:36:00 +0000 UTCFound something, not sure if its a bug or done deliberate. Passive perception. If a char has advantage in the skill check, then a modifier of +5 is added to the passive skill score. PHB 175 Having a character with a Sentinel Shield DMG 199 (manually entered of course), advantage on Perception and Initiative, does not change the Passive Perception score. Thank you for the work.
Tony Moreno
2019-03-10 15:33:44 +0000 UTCAlso, are the up/down arrows next to the Saving Throw box indicate Advantage/Disadvantage? If so, I've selected Vedalken as my race, and notice that it updates "Adv. on Int/Wis/Cha saves" in the "Saving Throw Advantages / Disadvantages", but not next to the boxes. Not sure if that's intentional or not.
Hayden Quinn
2019-03-10 02:06:29 +0000 UTCHi, using the Colourful A4 version and am loving it. However, I tried to change the modifier for both Spell attack modifier and Spell save DC for my Cleric 1/Wizard X character to match Robes of the Archmagi, and the values didn't update. I also noticed that on the Magic Items page, when you change the 'Choose Visible Sections' option from Rules to Notes, and click 'Reset' on the PDF, it will tick the Rules option, but display Notes. I don't know if this is a bug either or hasn't been coded in, but ticking Restrained doesn't update the speed to 0.
Hayden Quinn
2019-03-09 12:29:18 +0000 UTCI am hard at work getting it ready together with the next beta. I'm away for the weekend (unfortunately?) and can't work on it. I expect it to be at least another days work, so hope to have it all ready on Tuesday.
MorePurpleMoreBetter
2019-03-08 20:18:33 +0000 UTCHi! What do you think the eta will be before the new artificer UA is added/replaces the old one? Or is it already up and I'm just behind a version?
TheFandomGuy
2019-03-08 18:52:36 +0000 UTCIf you use the colourful A4 version you will find it has more space for attacks.
MorePurpleMoreBetter
2019-03-06 07:50:20 +0000 UTCLove the sheet , first time using a auto fill sheet, 1 problem though I need more boxes for weapons and cantrips
Atlas 2077
2019-03-06 06:44:11 +0000 UTCThank you for reporting any issues you find with the betas. The modifier fields for the spell attack/DC/prepared are indeed broken in v13.0.0beta11. They will be fixed in the next beta!
MorePurpleMoreBetter
2019-03-04 13:03:57 +0000 UTCHello, i have noticed an issue with the updates for spell attack modifier. If you add a Stat+whatever using the Mods boxes, the total does not update unless a save + close + open is performed. Am i doing something wrong or is this a legit problem? Alas, thank you for this amazing piece of PDF, saved many hours of character creation and leveling. Less time managing players more time for killing stuff :D
Pavel Iusco
2019-03-04 11:54:54 +0000 UTCLove the sheet. Joined specifically to get the beta with magic items for my first DM session and my players love your work. It is very much appreciated. Can't wait for the next beta with more magic items.
Tony Moreno
2019-03-02 14:44:42 +0000 UTCThank you for reporting any issues you find with the betas (or the sheets in general, as this isn't really something that the v13 changes affect). I will make sure to correct the 'take' to 'make', stupid typo, almost means what it is supposed to ;) However, the DC 12 seems correct to me. In my Volo's Guide to Monsters it is listed as DC 12. Was there an errata? Or what source do you have for the DC 26? It seems ridiculously high for a CR 1/4 creature. DC 12 is much more in line with that. DC 26 is what legendary CR 20 monsters often don't even have.
MorePurpleMoreBetter
2019-02-28 20:00:15 +0000 UTCError?: The Stench Kow is supposed to have a CON save DC of 26. Not 12. Also it says must "take a saving throw" instead of "make" in the wild shape entry for it.
Alexander Orme
2019-02-28 09:42:30 +0000 UTCThe subreddit often gets you the fastest response and the most people helping you. You are also welcome to post a link to your code here, but I'm most of the time not the fastest when it comes to going through a lot of code. v12.99 is a very different beast than the v13.0.0beta11, as they are now more than 2 years apart in development. It is no big surprise that import script for something like that doesn't work in the new beta. I am working on getting <a href="https://github.com/morepurplemorebetter/MPMBs-Character-Record-Sheet/tree/master/additional%20content%20syntax/v13_WIP" rel="nofollow noopener" target="_blank">the syntax files for v13 up to date for everything on my GitHub</a>, please use them to your advantage when making import scripts.
MorePurpleMoreBetter
2019-02-26 22:07:56 +0000 UTCQuestion, would reddit be the best place to get a script reviewed? A friend of mine wrote his own script for a home brew, it works in the 12.99 sheets, but when he tries to import to the new sheets he gets an error (he is copy pasting the script into new sheet, not importing from 1 sheet to another)
Jason Silver
2019-02-26 20:53:14 +0000 UTCThank you very much for reporting this issue, I completely overlooked it. I will make sure it is fixed in the next beta!
MorePurpleMoreBetter
2019-02-24 16:49:12 +0000 UTCJust a small error with the Wayfinders Guide to Everything content. For the Mark of Making human subrace, the ASI gives you +1 DEX, +1 INT, then another +1 to any ability score. It should be +1 DEX, +1 INT, and then an extra +1 to either DEX or INT.
Colin
2019-02-24 16:29:57 +0000 UTCThank you for reporting this issue, I'll see if I can fix it. It is taking the weight of a "chain". Write "chainshirt" and you'll see it gets the correct weight.
MorePurpleMoreBetter
2019-02-22 09:46:31 +0000 UTCThis would happen if the companion is a creature that normally has a shortsword as one of its attack options (e.g. Skeleton) as that is how attacks for creatures are defined to make clear how much reach they have. If you add a shortsword to another creature (e.g. Ape) this won't happen.
MorePurpleMoreBetter
2019-02-22 09:44:58 +0000 UTCSorry for the bombard, but heres an inconsistency. Adding a shortsword to a companion's attacks gives it a range of "Melee (5 ft)". Every other weapon gives it a range of "Melee".
Alexander Orme
2019-02-22 09:42:05 +0000 UTCBug: I think? When you manually type chain shirt into inventory it calculates its weight as 1 lb.
Alexander Orme
2019-02-22 09:38:56 +0000 UTCThe AC field on the companion page is not a calculated value. It is just populated when you select a race for the companion, but after that the automation never touches it. You can just change the AC field to whatever you want.
MorePurpleMoreBetter
2019-02-22 09:35:50 +0000 UTCWould it be possible to be able to add barding to mounts to change their AC? Being able to change the armor on any companion would be nice really.
Alexander Orme
2019-02-22 09:26:15 +0000 UTCHi DrWolfsherz, I'm happy to share some tips with you, although I don't know how useful they will be. The main software I use for making these sheets is Adobe Acrobat Pro DC. That is the only readily available program that is capable of adding all the form fields and adding all the JavaScript code. Adobe Acrobat Pro DC is however not anything that you can use to make the design of the sheets, it is only the software with which you can add form fields and automation. For making the design, I use a combination of Adobe Illustrator, Adobe InDesign, and for some small things Adobe Photoshop. As you can tell, it is a lot of Adobe software. This is because I started using that during university (free licences, what a time that was) and stuck with it. But any other vector image editing software should do the trick, like the free Inkscape. I don't have any experience with anything other than Adobe products, so I'm not much help there. The WotC sheets are completely vector-based, so using vector editing software is essential as it is almost impossible to scale the boxes correctly without it. I hope this all is of some help to you. Cheers!
MorePurpleMoreBetter
2019-02-21 20:38:08 +0000 UTCHey there, great Character Sheets! I would like to create my own sheets in the future, as I have some ideas I would love to try. Can you give a newbie some hints on what programs you use for designing your sheets? My own sheets will have the look&feel of the original sheets, but I find it difficult to add new frames and such, so any help would be appreciated :)
DrWolfsherz
2019-02-20 19:02:28 +0000 UTCThank you for reporting any issues you find with the betas! I am unfortunately unable to reproduce this issue. I tested this with the v13.0.0beta11 (I tried both the "Printer Friendly" and "Colorful - Letter"). I generated a spell sheet for a level 1 Warlock (the Fiend), and afterwards it shows no problems when trying to immediately generate another spell sheet. Perhaps you are using a different version (Colourful - A4 for example) or are doing something more than just making a level 1 Warlock (the Fiend), like also having a spellcasting race, feat, magic item, or something. Can you walk please walk me through the steps how I can recreate this problem? You are also welcome to send me (a link to) a copy of the PDF whit which you are having this issue. Having the PDF will make it easier for me to see what is causing the bug and hopefully fix it. Thanks!
MorePurpleMoreBetter
2019-02-18 12:27:15 +0000 UTCAlthough I love adding new content to the sheet's automation, making the content fit in the sheet nicely takes a lot of time. Because of that, I limit myself to WotC content. Any other material will not become part of the sheet by default, but might become available on my GitHub if a Sorcerer-tier or higher patron makes a request or on the /r/mpmb subreddit if a fan writes a script for it. To get additional content for the sheet that isn't yet available, you have three options: 1) Become a Sorcerer-tier (or higher) patron and I will make one addition for you each month; 2) Ask somebody else to write the content for you. Requests are best made over at the /r/mpmb subreddit ( <a href="https://reddit.com/r/mpmb" rel="nofollow noopener" target="_blank">https://reddit.com/r/mpmb</a> ); 3) Write the script yourself using the syntax on my GitHub ( <a href="https://flapkan.com/mpmb/syntax" rel="nofollow noopener" target="_blank">https://flapkan.com/mpmb/syntax</a> ). You can find Matthew Mercer's Gunslinger in the list of optional import scripts on my GitHub ( <a href="https://github.com/morepurplemorebetter/MPMBs-Character-Record-Sheet/blob/master/additional%20content/Subclasses/Fighter%20-%20Gunslinger%20v1.3%20%5BMatthew%20Mercer's%20work%2C%20transcribed%20by%20many%5D.js" rel="nofollow noopener" target="_blank">https://github.com/morepurplemorebetter/MPMBs-Character-Record-Sheet/blob/master/additional%20content/Subclasses/Fighter%20-%20Gunslinger%20v1.3%20%5BMatthew%20Mercer's%20work%2C%20transcribed%20by%20many%5D.js</a> ). Just import it using the "Add Extra Materials" bookmark. You can find more scripts including the Gunslinger and a handy step-by-step guide how to import on the /r/mpmb subreddit ( <a href="https://www.reddit.com/r/mpmb/" rel="nofollow noopener" target="_blank">https://www.reddit.com/r/mpmb/</a> ). I don't think anybody has transcribed the Lingering Soul, but you can look around on the subreddit. I didn't even know that Matt Mercer also made an Artificer, so I'm pretty sure it hasn't been transcribed for use with the sheet. You can also ask around on the subreddit if anybody has made it or want to help you make it.
MorePurpleMoreBetter
2019-02-18 09:00:44 +0000 UTCThank you for reporting any issues you find with the betas, typos included! That "off" and "of" always gets me, it is just so illogical for me in English. In Dutch they are nothing alike ;)
MorePurpleMoreBetter
2019-02-18 08:46:42 +0000 UTCI'm having an issue where once I have generated a spell sheet for the first time, I cannot open the spell sheet generator again. Click the "Spells" button on the javascript pop out window doesn't work neither does clicking on spell sheet options. I'm probably missing something easy. Fiend warlock level 1.
Carlos Testerson
2019-02-18 02:43:39 +0000 UTCI would love for Matt Mercer's Gunslinger, Artificer and Lingering Soul to be added as extra sources :)
kitnal
2019-02-17 22:08:35 +0000 UTCNot really a bug, just a typo: In the Vorpal Sword magic item it says "Cut of head". It should say "Cut off head".
Tim Jones
2019-02-16 08:40:38 +0000 UTCThank you for reporting any issues you find with the betas! I have apparently forgotten to put a single exclamation point in the function for applying the attack cantrip ability modifer, making it do the exact opposite of what was intended. It is now fixed. <a href="https://github.com/morepurplemorebetter/MPMBs-Character-Record-Sheet/commit/ca73cdfb8f14a5ef1e2e962df95eb3379d55cda3" rel="nofollow noopener" target="_blank">Click here if you want to see this single-character fix that made me look stupid</a>.
MorePurpleMoreBetter
2019-02-16 07:36:55 +0000 UTCNoticed a cantrip added to the Attacks Section is pulling the wrong To Hit dc when gained as part of a subclass extended spell list while also having levels in the original class Case: Multiclass character, 16 CHA, 14 WIS. Divine Soul Sorcerer as base class with Sacred Flame cantrip, Life Cleric does not have Sacred Flame selected. Sheet will correctly list the differing spell DCs on the spell sheet, but the Attacks Section uses the lower Cleric spell DC. Edit: Duplicated as well using the Toll the Dead cantrip shared between Cleric and Warlock. I had hoped that maybe specifying "dc1" or "dc2" in the attack mod field would refer to the class ability DC based on their listed order but that appears to just add a fixed +# to the DC.
Andrew
2019-02-15 20:03:19 +0000 UTCThank you for reporting any issues you find with the betas! The Juggernaut Warforged should indeed double the carrying capacity but I overlooked that attribute when updating it to the new v13 syntax. I will make sure it is fixed in the next beta :)
MorePurpleMoreBetter
2019-02-12 17:04:04 +0000 UTCWarforged doesn't seem to get the the allowed carry they should, they count as one size larger for carrying purposes. " Powerful Build: I count as one size larger for my carrying capacity, push, drag, and lift. "
Tony
2019-02-12 16:46:04 +0000 UTCThank you for reporting any issues you find with the betas! From your description I have no idea what might have gone wrong, but I did try some tests myself. I found out that the sheet is not correctly removing spellcasting when only changing the subclass and it was the subclass that gave spellcasting, not the class itself. For example, switching from Arcane Trickster to Thief wouldn't remove the Arcane Trickster spellcasting. I will make sure this problem is fixed in the next beta :) However, you switched from a Rogue to a Ranger/Bard, so this shouldn't apply to your character and something else must be going on. Also, I don't really follow what you mean with "my spell sheet experienced a mini stroke". Did changing class/race also do something to the spell sheets even when you didn't try to generate new spell sheets? Or are you just referring to the Arcane Trickster still being an option to select spells for?
MorePurpleMoreBetter
2019-02-12 08:34:07 +0000 UTCI don't remember the specifics, but the other day I was changing classes around on my sheet (something akin to 5th lvl Wood Elf Arcane Trickster to 5th lvl Drow with 3 lvls in Gloom Stalker and 2 lvls in Bard. During the change my spell sheet experienced a mini stroke. When it prompted me to fix my spell sheet, the first prompt was stuck showing the Arcane Trickster information. I will attempt to recreate the problem in the next day or so when I get a chance, but I wanted to at least share the information now.
Jimmy Gurney
2019-02-11 22:57:55 +0000 UTCI like the idea of adding the torch to the weapons (after the holy water and the other Improvised Weapons). However, I don't think the ball bearings, caltrops, or oil really belong in the attack section. None of them can be used as an attack or action to directly target a creature. They can only be used indirectly and listing them under attacks would not make that very clear and would open the door to a lot more things needing listing in the attack section.
MorePurpleMoreBetter
2019-02-11 15:38:53 +0000 UTCNext version would you be able to add a torch as a weapon under Attacks? It does 1 burning damage if you wield it as one. It would also be cool to add ball bearings, caltrops, and oil, though I understand some of those ones not being necessary to add.
Alexander Orme
2019-02-09 22:28:01 +0000 UTCAfter making a level 2 or higher Druid (Circle of the Land), you should be able to select the terrain on the second page, using the "Choose Features" button in the Class Features section.
MorePurpleMoreBetter
2019-02-08 16:14:24 +0000 UTCHi, Could be that I am not quite looking good enough, but I miss the specific Circles of the land with the druid. Is that correct?
Huup De Jong
2019-02-08 15:44:55 +0000 UTC