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I haven’t had a chance to say, even though it has already been 2019 for more than a week...

Happy New Year Everybody!

Now that’s out of the way, I present you with the next beta, v13.0.0beta9. This beta introduces nothing new, but fixes the numerous issues that were present with beta8.

I haven’t actually spent that much time working on this new beta, as I have mostly been spending my time with writing up the syntax for magic items and all ‘common attributes’ that are shared between class features, races, racial features, backgrounds, feats, and magic items.

With the syntax explanation now finished, I can finally call on all of you to help me with transcribing the magic items for use with the sheets! There are a crazy number of magic items to be found in the DMG and other sources, so help is much appreciated. For information on how to help, see below.

>> Find v13.0.0beta9 here <<

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

I would like to ask anybody who is willing, to help with transcribing the magic items for use with the sheet. This doesn’t have to include writing any JavaScript! What takes the most time is re-writing the descriptions of magic items in such a way that they fit on the sheets.

Attached to this post you will find a PDF that should help you with making the descriptions of magic items fit in the sheet. Note that there is no hard character limit on how long a description can be, but that you have to test the description out on the sheets to see if it fits. The attached PDF makes that easier by combining all different Magic Item description fields on one page, in a single file.

It also includes some tips on what to look out for when writing the descriptions, such as the fact that it should be written in the first person and ability scores should always be capitalised.

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:

Fix for spellcasters with a spellbook not working;

Fix for spellcasters not getting the correct number of spells known;

Fix for feats not working;

Fix for armour not using ability score modifier correctly (e.g. Unarmored Defense);

Fix for Mage Armor not showing up in the drop-down box;

Fix for “Changes” dialog not always prompting to generate a new spell sheet;

Fix for skill proficiencies not being added to the correct skill when they are sorted by ability;

Fixed the ability scores override code not working properly;

Added some more Magic Items to the automation

Added support for the description of class’ features to be an array and be joined by line breaks and three spaces. For this to work, the array has to be enclosed in an array, e.g. [[“”, “”, “”]].

Beta7 and beta8 had some issues with core features of the sheet. I can imagine that after seeing the feats not working, armours not being available, or spellbooks not having any options, some people stopped testing and I can’t blame you.

All these issues have now been resolved with beta9 and I once again implore you to test if creating your character works as well (and hopefully better) than before!

Just like v13.0.0beta8 and the betas before it, this beta can't import a character from one of the previous betas (v13.0.0beta - v13.0.0beta8). 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 v13.0.0beta9 pdf.

Great news from Avast/AVG for a change! Both Avast and AVG should no longer flag the betas as a virus. It took a lot of back-and-forth, but their virus experts were able to make the inspections of AcroForm PDFs work better.

If you still get a false positive from Avast or AVG, please make sure you have updated its virus database. If updating the virus database still causes false positives, please let me know.

Comments

MerMetalBard

Don't have time to look into it right now (at work) but I'll be sure to check out the magic items thing when I get home, I might already have a lot of them typed up in a working format.

Dinglebats

Looking at the composite items, are you looking for a setup for each type. ie, Dancing Short Sword, Dancing Long Sword, etc?

Dinglebats

Just saw some other composites. Got my answer

Lawrence R. Hoy

Looking at the ListsMagicItems.js and the ListsMagicItems_WIP.js files, are they just less/more complete versions of each other? And, is the WIP fiel an already transcribed list of the DMG magic items?

Lawrence R. Hoy

I am offering my assistance in transcribing items; I just don't want to do items that have already been done.

Dinglebats

Grabbing Armour of Resistance to do the full set

Dan Ford

I dont know if it has been mentioned before but whenever a weapon is populated it does not put in the damage die only the ability bonus. When I tried to use the modifier field it still does not populate. Other than that most bugfixes look good including slipping past avast.

Carole Oliver

I see the WIP list of items is your github code for the items themselves. Would it be helpful to create a Google doc of all the published magic items and list whether they've been completed? People could then upload their completed descriptions to the Google doc, rather than trying to mess with Github. Otherwise, how do you want us to send transcribed information to you?

morepurplemorebetter

Thank you for reporting any issues you find with the betas! Nobody has reported any issues with weapons, you are the first. However, I also cannot find anything going wrong with the weapons. The damage dice populate as expected. What weapon are you experiencing this issue with? Perhaps there is a class feature that is interfering (i.e. some that would alter attacks). Could you walk me through how to reproduce this bug, it will be much appreciated!

morepurplemorebetter

Only the items in "ListsMagicItems.js" are completely done. The "ListsMagicItems_WIP.js" contains all magic items from the SRD, which are all the items the basic sheet will contain. I scraped all the descriptions as they appear in the book (descriptionFull) and put them into the right JSON syntax. I might have missed some (parts of) descriptions, because the scraping process wasn't always successful (so many items, so little time). The next step that is needed is to add all the descriptions as they will fit on the sheet (description & descriptionLong).

Frederick Given

Bug Report: Lifedrinker invocation doesnt seem to affect ranged weapons even if they have (Pact) written after them, works fine with melee weapons. This is after I've taken improved pact weapon as well so I can summon a heavy crossbow (however not a hand crossbow) with blade pact. Image: <a href="https://i.imgur.com/kJfXGrK.png" rel="nofollow noopener" target="_blank">https://i.imgur.com/kJfXGrK.png</a>

morepurplemorebetter

Thank you for reporting any issues you find with the betas! Unfortunately this is not so much a bug as a limitation of the sheet. As you can read in the description of the Lifedrinker Invocation's affect on attack calculations, it will only work on melee weapons. Having the Improved Pact Weapon invocation as well doesn't change the code how the Lifedrinker works. You will have to manually add "Cha" to the modifier field for damage of the ranged weapons. I wish I could make it work so that these kind of things can influence each other, but I can't (or to be fair, I probably could, but the complexity of that is a bit beyond my scripting capabilities).

Robert B-E

Are we not able to import to the beta9 from beta8 sheet? it keeps telling me they have to be the exact same version.

morepurplemorebetter

That is correct, see the part of the post above that says "No importing from older betas".

Johnny On

The Logsheet for adventures league has not been updated since the new rules went into effect in August of 2017. Is there anything on the horizon about updating the form to reflect the conversion from experience points to acp. or a way to log tier 1/2/3/4 TCP and magic item unlocks?

Erik T.

Are there any options/solutions for PCs with lots of classes? I am generating a Paladin 8, Sorcerer 7, Fighter 3, Barbarian 2 and it's got nowhere for all the features to go.

morepurplemorebetter

Unfortunately there is no way for the sheet to know when a field is overflowing because of too many lines. I have requested this feature from Adobe, but I doubt it is going to be available any time soon. Until then, the sheet can't do anything about it unfortunately.

Johnny On

Sorry. Yeah sorry meant 2018.

Jason Silver

Question (Not related to beta), our gaming group has adopted scaling cantrips. As players level, so do cantrips. Can those be written like a normal script for a new player class or race or is it much harder because it affects the base stuff?

KSHMauthor

Bug Report: For the Druid Wild Shape pages, it seems that the proficiency modifier isn't added to saving throws despite having the proficiency box checked. Also, it looks like the ability to manually add/subtract from all/some saving throws isn't present on the wild shape pages like it is on the main character page. This might be something that affects certain magic items like the Stone of Good Luck (which adds +1 to all abilities and saves)

morepurplemorebetter

I'm not sure I understand what you mean with "adopted scaling cantrips. As players level, so do cantrips.". Cantrips already scale with level and the sheet accommodates this. Or do you mean that you have a homebrew rule for a different type of scaling (i.e not 2dX from level 5, 3dX from level 11, and 4dX from level 17)? The betas have an array that govern what number of dice is used at which character level. It is the "cantripDie" variable, an array with 20 entries, one for each level. You can overwrite this array with an import script.

morepurplemorebetter

Thank you for reporting any issues you find with the betas! However, I'm unable to reproduce the issues you are describing. But perhaps it comes from the fact that the Wild Shape pages work very differently than the 1st page or the Companion pages, so let me explain. When you select a creature on the Wild Shape page, all the ability scores, saving throw bonuses, skill bonuses, proficiencies, etc. are all taken from the 1st page, merged with the one from the creature, and put on the Wild Shape page. Once that is done, you can edit any of the numbers of the Wild Shape page, but there is no automation behind these numbers. When you edit an Ability Score of a wild shape, only its modifier will change, not its save bonus, skill proficiencies, or attack bonus, as they are all determined when the creature was added and are not dynamically changed. This will of course mean that the Wild Shape page is outdated after any change you make to the character and that is why all the wild shapes are recalculated whenever you level the character up/down. You can also manually have them all recalculate with the "Wild Shape Options" button on each Wild Shape page. The reason that they aren't recalculated whenever you change something on the 1st page is that I didn't want people to have to wait 5-50 seconds whenever they type something into a field. So, try to set the proficiency or modifiers for saving throws on the 1st page and then have the wild shapes recalculate and you will see the changes being applied. I hope this answers your question. If not, please walk me through how to reproduce the issue that you found.

Jason Silver

Sorry, should of explained better. So yes, some cantrips do level as per the game. We have a supplement that levels other cantrips that don’t normally level. Example mags hand, normally doesn’t level. In the supplement it levels at 5th and 11th and 17th.. our group which all use MPMB have adopted this supplement. We are wondering, would it be hard to write some scripting that would make these changes? (If you want to see the supplement I can share it with you)

morepurplemorebetter

There is no built-in way for spell descriptions on the spell sheet to change dynamically. You could add a different cantrip to the automation for each different level and then make sure to select the right one when levelling up. Or do it like any other spell that has different effects at different levels: make sure it is all included in the 'description' of the spell (you would have to make one description for all the levels that fits on the sheet).