v13.0.0beta10 - better magic item support, but still missing most (all) magic items
Added 2019-01-23 11:06:31 +0000 UTCApologies for the previous e-mail blast, a miss-click on the Patreon webpage caused a draft of this post to be published. My bad!
First off I want to thank everybody for their patience with getting magic item support added and a special thanks for everyone that has helped transcribing the magic items.This beta does not yet include many magic items, only those that are completely done and vetted. With the help of the community, a lot of missing features were identified, things that no class/race/feat is able to do, but magic items are. As it turns out v13.0.0beta9 was still missing a couple of critical features that v13.0.0beta10 now has. The good thing is that not only magic items can benefit from these new additions. I also updated all the scripts for feats, classes and races to use these new options, resulting in even more automation and less work for you, the player :)
>> Find v13.0.0beta10 here <<
( https://www.patreon.com/posts/19406992 )
The communal effort to transcribe all SRD magic items is going strong and a lot of them have already been done. With this new beta it should be possible to make the automation for each one of them.
Please join us on the MPMB Discord server if you are interested in helping. Everybody is welcome, even if you have no JavaScript experience. There are still plenty of descriptions that need to be made to fit on the sheet. For an overview of what has been done and what is still to be done, see this Google Sheet maintained by the community.
See the PDF attached to this post for more information on how you can help.
For the people who do want to help with the coding, the PDF in the attachment also contains links to my GitHub for the MagicItemsList syntax, as well as the common attributes syntax, and the work-in-progress file for all the magic items from the SRD.
Changes since the previous beta:
- Added support for a feature to set the shield using the ‘addShield’ attribute (necessary for magic item support);
- Added support for a feature that has spellcasting to have a fixed DC/spell attack using the ‘fixedDC’ attribute (necessary for magic item support);
- Added support for a weapon (or weaponOptions entry) to refer to a ‘baseWeapon’ instead of having to copy all the attributes of that weapon. This also makes it possible for calcChanges events to still recognize the item as what it is based on;
- Added support for a weapon (WeaponsList entry) to not need an ability selected to have the attack/damage calculated (ability : 0);
- Added support for magic items and feats to have sub-choices (e.g. Spell Sniper feat);
- Added support for magic items to automatically use the spellcasting ability of the spellcasting class (if any);
- Added a way for features to influence the spell attack / spell save DC on the spell sheet pages ‘calcChanges.spellCalc’;
- Added a way for a feature to add multiple limited features;
- Added an option to the menus of feats, spells, and magic items to read their full description as they appear in the book(s);
- Added support for adding things to the magic/miscellaneous lines of the AC/Defense section, the ‘extraAC’ attribute;
- Fixed the ability scores override code for features not working properly;
- Fixed spellcasting ability not being selected properly for feats;
- Added a way for the sheet to show which table in the DMG the magic item comes from as this is needed for Adventurers League trading.
Although none of the main operations of the sheets have changed since beta9, the way magic items and feats work has changed considerable. So once again, I would like to everybody to test these new versions thoroughly and report back any issues you find.
Just like v13.0.0beta9 and the betas before it, this beta can't import a character from one of the previous betas (v13.0.0beta - v13.0.0beta9). 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 v13.0.0beta10
Comments
Is this with v13.0.0beta10? What version of Adobe Reader are you using? This looks like a bug that was in a previous beta, but I have no issue in beta10 or beta11. You should see a column on the right named 'Spellbook' where you can set the spells. Although I'm using Windows and can't test on a Mac. You can also send me a (link to) the PDF so I can check it out, because this is a weird bug.
MorePurpleMoreBetter
2019-02-07 19:55:50 +0000 UTCHere is a pic of the dialog for me. If I manually increase the Extra Spells, it offers me every spell in the game. For what it’s worth, I’m on a Mac, using the newest beta. <a href="https://ibb.co/1LV2qvQ" rel="nofollow noopener" target="_blank">https://ibb.co/1LV2qvQ</a>
Erik T.
2019-02-07 18:27:30 +0000 UTCThank you for reporting any issues you find with the betas! I'm however unable to find any issues with the Book of Ancient Secrets spell dialog. It functions just like the wizards spell book where there is no set amount of spells you can enter as the total is not level-dependent. It also only allows ritual spells to be selected. Can you explain more what the issue is you are having? How does the spell selection dialog for the Book of Ancient Secrets look for you? Note that it gets its own dialog, separate of the warlock's.
MorePurpleMoreBetter
2019-02-07 18:21:40 +0000 UTCThe Pact of the Tome invocation; Book of Ancient Secrets should set 2 extra spells of first level. Also, the only spells that can be selected for the Book of Ancient Secrets are Rituals (don't know if the sheet can filter to that).
Erik T.
2019-02-07 08:30:01 +0000 UTCThank you for reporting any issues you find with the betas! However, I'm unable to reproduce the problem that you are describing. When I enter a Wild Shape it generates everything as expected, including the attacks. Can you walk me through how to recreate the problem starting with a fresh sheet? You are also welcome to send me a (link to) copy of the PDF with this issue in it so I can see if I can retrace its steps.
MorePurpleMoreBetter
2019-02-05 14:00:55 +0000 UTCThank you for reporting any issues you find with the betas! Good catch, I overlooked the fact that both the Sage and the Simic Scientist have a background feature with the same name "Researcher". I'll make sure the Simic Scientist gets a unique background feature and doesn't overwrite the one from the Sage. Thus, it will be fixed in the next beta :)
MorePurpleMoreBetter
2019-02-05 13:59:29 +0000 UTCAlso. Sage background loads in a Ravnica background feature now?
Alexander Orme
2019-02-05 08:17:12 +0000 UTCBug Report: Adding animals in Wild Shapes doesn't add their attacks.
Alexander Orme
2019-02-05 08:04:07 +0000 UTCDownloading an using a newer script seems to have fixed this, disregard.
Doug Galson
2019-02-04 20:40:18 +0000 UTCWarforged integrated protection doesn't automate, I have to manually input the AC
Doug Galson
2019-02-04 19:46:52 +0000 UTCThank you for reporting any issues you find with the betas! I will make sure to fix the issues with the inventory line menu in the next beta. There was an unexpected result to another function changing that I didn't notice, so it is great that you found it :)
MorePurpleMoreBetter
2019-02-03 18:18:38 +0000 UTCBug Report: Using the dialogue boxes to move inventory from yourself to one or multiple companion pages' inventories is kinda wonky. The companion inventories don't have things show up in them unless you type it manually.
Alexander Orme
2019-02-02 21:08:05 +0000 UTCThank you for reporting any issues you find with the betas! This does indeed seem to go wrong, but only when adding both the UA: Starter Spell and XGtE sources. I normally test and use everything without any of the UA sources, so it is good that you report this issue! I will make sure it is fixed in the next beta :)
MorePurpleMoreBetter
2019-01-31 09:40:13 +0000 UTCI'm not sure if it's new to this version, or has been around for longer, but I noticed that, at least when generating a Paladin spellsheet, the Ceremony spell is tagged with Unearthed Arcana: Starter Spells instead of Xanathar's Guide to Everything.
FreakyAlienGenotype
2019-01-31 08:09:11 +0000 UTCThank you for reporting any issues you find with the betas! It seems I made a mistake while updating the Improved Artificer to the new beta syntax. I have found the issue and will make sure it will work with the next beta!
MorePurpleMoreBetter
2019-01-29 14:47:58 +0000 UTCI tried to add the Improved Artificer to the v13.0.0beta 10 sheet but can't get the script to load.Is there any fix or new thing I need to do in order to add the class? I have a request from a player to use it and was hoping to add it to our roster.
Paul Reitz
2019-01-25 19:26:41 +0000 UTCI don't think that something so specific has any place to go other than the item description. There is no 'pick locks' skill that should permanently get this bonus. This is similar to other specific things like the Dwarves' Stonecunning, which gives a bonus on certain skill checks in certain circumstances. Simply not everything can be included in the pre-calculated skills.
MorePurpleMoreBetter
2019-01-23 20:22:31 +0000 UTCThank you for reporting any issues you find with the sheets! As a rule I don't have things that do a simply numerical bonus be on the sheets twice. It is the same as the fact that you don't see every ranged weapon attack getting added to its description that the Archery Fighting Style is giving it a +2 bonus. The text specified in the addMod object is added to the modifier field. Make the modifier fields visible (Modifiers bookmark) and click on the appropriate field (all saves in this instance) and you will see a pop-up with where the modifiers come from.
MorePurpleMoreBetter
2019-01-23 20:20:55 +0000 UTCThank you for reporting any issues you find with the sheets! I have no issue with the Ability Score dialog and column title not fitting. Might it be that you are using Mac? And/or that you are using DPI scaling?
MorePurpleMoreBetter
2019-01-23 20:18:28 +0000 UTCHow would I add the pick locks bonus from Gloves of Thievery (DMG p172): add "+5 bonus to Dexterity checks made to pick locks"?
Bill Franklin
2019-01-23 17:28:26 +0000 UTCAlso, shouldn't something that modifies the Saving Throws put the text in the box below the resistances? Example: Cloak of Protection text for the addMod has "I gain a +1 to saving throws while I'm wearing this cloak"
Bill Franklin
2019-01-23 16:54:57 +0000 UTCOn the Ability Score dialog, the Magical Override column title overflows onto a 3rd line, causing the table to look bad.
Bill Franklin
2019-01-23 16:41:36 +0000 UTC