for both build and advancement, while keeping it comprehensive. My overall goal for this is to keep it simple. This way there's not a ton of scrolling that needs to be done. I'd like to end up having Build, Advancement, NuYen/Karma, then the CharSheet 1, 2, 3, Magic, and Hacker/Rigger pages. Though I'm trying to avoid having 40 different sheets for chargen and advancement. It's not that BIG of a change (only take about an hour of reorganizing and then another hour of Store/Recall Function changes). Then under Bio it'd be Tailored, regular, Genetech, ect. I've been considering changing the layout of the cyber/bio to do something similar to that.īasically it'd be exactly where it is, but instead of just a Cyber and a Bio column it'd be Headware, Bodyware, ect. Since I can't add tables I would see it like:Ĭybereye type Once checked it adds it to the final to be printed sheet. I would prefer seeing it as a seperate sheet, with check boxes next to each option. Also what is more annoying when something cannot be found so I end up scrolling through it 3-4 times. Not enough space for things and scrolling through lists looking for one item in a drop down list is annoying. Some things that I thought of that I found to be incredibly fiddly are the cyberware and bioware sections. I have recently tried using the character generator. You can pick Binary version (faster, smaller) or Macro Enabled XLS version (slightly slower, larger, Open Office compatible in theory). It no longer locks up under Microsoft office when saving. Before, when you saved, it could take up to 5 min to respond again, Now it's a matter of seconds. This has VASTLY increased the save/load speed of the sheet. I found a few bugs/errors in the sheet and have corrected them. Lifestyle now prints on page 2 if you use Advanced Lifestyle. It also lists their starting CF's and powers. Sprites print out on the Hacker/Rigger sheet with a list of their base stats based on rating (i.e. I've added Advanced Lifestyles, Runner's Companion Qualities, A display for Submersion on the Rigger/Hacker Sheet (only works for Technomancers), the ability to choose Sprites and assign Ratings and Tasks owed/left. So, without further ado, Version 1.72 is up! So I think I'll continue on my own sheet, adding things as I get to them and trying to keep both the size and the save/load time down to a minimum. That and there's a TON of errors in the sheet that causes it to take forever to save/load. The MAIN problem I have with it, is the file size of 32 meg. You can test the macro by hitting the d20 button to the right of the initiative roll - once you’re happy it’s working, press the green tick.Well, I took a look at that sheet, and there's some good stuff in there, and some bad stuff IMHO. Hit the add button and then the edit pencil and type /r + You should end up with this screen: (image missing) Once we’ve filled out those fields we can automate the initiative by creating a new ability. You could also create a MatrixInit or MagicInit for characters that require them. Fill these in with your physical and stun track, and put your physical initiative in the Init-field. Once we’ve copied the information in, we create three Attributes - Physical, Stun and Init. You don’t have to export it as plain text of course - the character sheet also supports tables, so pick the format you like best and paste it in there. This really helps when a player can’t make a session, as it means another player can float their character, which is why I always make the character appear and be controllable by players. This displays a preview window, which we can copy and paste directly into the character sheet. We create and manage our characters on Chummer (which is free and well-supported), then tell the program to print the character sheet as text. That being said, here are some character sheet tips that my players and I find really useful. A more complicated macro might be able to set whether to use edge (Exploding Dice ( ! modifier)) or not. &>5 which, when used, will ask the user for any modifiers to their roll, and then pull the value of the Negotiation-attribute, then roll the dice and display the result. Modifiers like damage compensators need to be taken into account manually.So the red bubble and the blue bubble have to be at least 0. It does not matter which is which, but they can't be empty. bar1 and bar2 are considered to be physical and stun condition monitors.Requirements to use this macro successfully: Macros for Initiative, Attack, Defense, and Skill Test utilizing the default template of roll20.
0 Comments
Leave a Reply. |
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |