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D&D 5th Edition MPMB's Character Record Sheet (PDF form) + MPMB's Spell Sheets (Excel / PDF form) - Page 95


  1. #941
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    I don't know if this has been suggested before, but how about adding a popup to add class skills when choosing a class. It should compare with what's already chosen for background (assuming that the background is chosen before the class [which I always do]) and list the class skills not already chosen from the background. Now, let's assume that the class and class skills are chosen before the background is added. After adding the background, it should do a check to see if the background skill(s) are already chosen, and if so, a popup will appear giving you the class skill list so you can add an alternative skill.

    This leads to another suggestion: a popup for the half-elven Skill Versatility racial feature and the variant human Skill racial feature. And, again, it do the comparison with the class skill list and the background skills for any duplication. This should also apply when choosing the Skilled feat.

    My thinking is that the above should be implemented through a series of versions rather than attempting an "all at once" deal. This is assuming that my suggestion is actually implemented.

    The other way of doing it is instead of a popup (and this might actually be better since there is no popup involved, so please ignore the above popup suggestion entirely), simply gray the skill boxes for the skills that are not on the class list and not already chosen through various other means (i.e., background, racial ability, or feat). The only popup should be a reminder to choose the skills. Example: On the fighter class, a popup would be "Please choose two skills from the ungrayed options." Other similar popups would appear for racial ability, and the Skilled feat.

    The only complication I see is what happens when one of those items are changed. The background skills are easy since they are static. But the other skills, not so easy. It would be a pain to keep track of what skills were chosen due to race/class/feat, so that the old skills are unchecked and new skill options are ungrayed.

    A couple things about the rogue's Expertise class feature. First, expertise should never be chosen on untrained skills (as it stands now, the sheet allows it). In other words, the expertise check boxes should be grayed out for untrained skills. Second, since rogues at 1st level can only have expertise in two skills (or one skill and thieves' tools), add a warning if you choose more than two skills. And then, at 6th level, add a warning if you choose more than a total of four skills with expertise. Third, the expertise check boxes should be grayed out for all classes except the rogue (of course, you can add a button or something to ungray them for house rule purposes).

    P.S. As far as skills are concerned, this is how I create my PCs: I choose the background first, then the race, and then the class. If the race is the variant human, then I choose the Skilled feat before the class (assuming I choose this feat instead of some other feat). This way I know for sure there won't be any skill duplication.

 

  • #942
    Quote Originally Posted by Michael Robinson View Post
    Interesting, it only seems to happen when I import from an older sheet's data. If I clear the attack and readd the spell it's correct. I don't have any modifiers to the attack or damage in the mods for that row, but I do have it in other fields. It may also be worth mentioning that when I import from an old sheet that has +2 in both the attack and damage of an attack (+2 Warhammer), only the +2 for the attack comes in, the damage is listed at +0.

    If you're ever in need of some specific testing for a sheet just lemme know, happy to help
    Ah that explains it. The key here is that you are importing from another version of the sheet. When you do that, there is no guarantee that anything will turn out correctly as things constantly change in my sheets.

    As for the +2 Warhammer, did you put it in the weapon field as "+2 Warhammer" or did you put in a "2" in the BlueText fields for To Hit Bonus and Damage Bonus? Because I would recommend using the first option because that is more likely to export/import correctly.


    Quote Originally Posted by andargor View Post
    Interesting new sheet, I like the more functional layout. The only problem I have is that on Android, PDF forms lock up the tablet. So I have to "print" them to reduce their size and for them to be usable. Unfortunately, that means I can't make changes, just annotate and then re-transcribe later. Well, another problem is not enough Limited Features

    I know that's not really your problem, but I've been wondering if there exists a javascript Adobe API emulator out there so your code could just be run with an HTML interface. Just thinking out loud.
    If your android device is locking up, then there is something wrong with the software on that device. I can open the sheet (and edit it) fine on my android device using Adobe Acrobat Reader. Of course, just like on any mobile device, the sheet won't have any of the auto-fill or calculation features because there is currently no mobile app that support Document Level JavaScript functions, which my sheet uses extensively.

    As for a way of bringing a PDF to HTML, as far as I know there exist several libraries that do this, but none of them support any of the JavaScript functions that my sheet uses, so all you would be able to do is generate a web page of the sheet, just like printing it, so you won't be able to edit anything or revert it back into a PDF. However, you are welcome to make one that does do all the things you want, you could probably earn a lot of money if you are able to pull that off (because it is really, really complex :P).


    Quote Originally Posted by Pauln6 View Post
    I think both of the sheets where I noticed a problem with the missing spell sheets were imports from 11.2 where I had removed the wild shape page so if I add it back in and leave it in before I export, maybe that will resolve the problem.

    I think I have spotted a glitch. A bard 6, druid 10 with shillelagh - the shillelagh bonus seems to be pulling in charisma bonus instead of wisdom even though chosen as a druid cantrip.

    Also the animal companion fluff - name etc, gets wiped when imported. A minor inconvenience.
    I guess I didn't explain how you should setup the import-export of the additional pages completely enough, and that is not strange because it is very difficult to explain it in a good way.

    Let me start by quoting the FAQ on this issue, hopefully that will help a bit:
    Quote Originally Posted by FAQ 1.7 Why is not everything importing?
    What can be imported depends on what you exported. If you exported from another version of the sheet, or from a sheet where you added several pages via the “Layout” button, it is likely that you won’t retain all the data.

    The naming of fields might change between versions, making it so that the things you exported from one version are no longer recognized in a newer version.

    If you added extra pages to a sheet, the export will contain these values. However, upon importing the sheet has no way of knowing what pages existed in the version you exported from. As a result, it won’t automatically generate pages based upon your export. Luckily, if you are able to recreate the order in which you added/removed pages from your previous sheet in the new sheet, you will be able to import the exact data you exported from the other version (keeping in mind the above restrictions).
    What happens when exporting/importing is the following:
    - For every extra page that you add to the sheet (so any page of its kind after the first of its kind, e.g. a second Adventurers Logsheet, or a second Companion page), the names of all the fields on that page are changed, using the page number it was generated at.
    - The export makes a file that has the values of all the fields. These values are categorized by the field names they come from.
    - The import takes this file, looks at the field name, and if a field with the same name exists it puts the value in that field.

    So when you generate a second Adventurers Logsheet on page 7, all the fields get "P7" added to their name. So when you then make a Spell Sheet page visible, the location of the Adventurers Logsheet changes, but the names of the fields don't. So changing the visible pages in the sheet you export from will have no effect on the export for pages that were already generated.

    Now if you want to have the sheet you import into to have such an extra page that is filled with the same values, you will have to make sure that you first generate that extra page at the same location (i.e. page number) as you did when you generated that page in the sheet you are exporting from. That is what I mean with "if you are able to recreate the order in which you added/removed pages".

    All things considered, it is probably easier to just manually copy stuff than to keep track of the exact order in which you made the extra pages in your pdf. And with things like spell sheets I would recommend to just generate a new set in the new pdf, as that is much less prone to errors.

    EDIT: I forgot to address the other things you were talking about.

    The animal companion fluff things being cleared is a by-product of the fact that that happens whenever you change the companion's race. I think it is probably better to remove that functionality all together and to have the things stay there even when you change the companion's race. I will change this in the next version.

    When you add a cantrip to the attack fields, the code just looks at the ability that you have set as your first "Ability Save DC" and uses that. With you Bard/Druid that first ability is Charisma, so the code uses that. Remember that this code was implemented before there even existed such a thing as a Spell Sheet inside the PDF. However, I see now that I can change the code to make use of the new database of spells and check which of the classes are used by the player and select the ability based on that. I will see if I can implement something like this in the next version.


    Quote Originally Posted by Astromath View Post
    I don't know if this has been suggested before, but how about adding a popup to add class skills when choosing a class. It should compare with what's already chosen for background (assuming that the background is chosen before the class [which I always do]) and list the class skills not already chosen from the background. Now, let's assume that the class and class skills are chosen before the background is added. After adding the background, it should do a check to see if the background skill(s) are already chosen, and if so, a popup will appear giving you the class skill list so you can add an alternative skill.

    This leads to another suggestion: a popup for the half-elven Skill Versatility racial feature and the variant human Skill racial feature. And, again, it do the comparison with the class skill list and the background skills for any duplication. This should also apply when choosing the Skilled feat.

    My thinking is that the above should be implemented through a series of versions rather than attempting an "all at once" deal. This is assuming that my suggestion is actually implemented.

    The other way of doing it is instead of a popup (and this might actually be better since there is no popup involved, so please ignore the above popup suggestion entirely), simply gray the skill boxes for the skills that are not on the class list and not already chosen through various other means (i.e., background, racial ability, or feat). The only popup should be a reminder to choose the skills. Example: On the fighter class, a popup would be "Please choose two skills from the ungrayed options." Other similar popups would appear for racial ability, and the Skilled feat.

    The only complication I see is what happens when one of those items are changed. The background skills are easy since they are static. But the other skills, not so easy. It would be a pain to keep track of what skills were chosen due to race/class/feat, so that the old skills are unchecked and new skill options are ungrayed.

    A couple things about the rogue's Expertise class feature. First, expertise should never be chosen on untrained skills (as it stands now, the sheet allows it). In other words, the expertise check boxes should be grayed out for untrained skills. Second, since rogues at 1st level can only have expertise in two skills (or one skill and thieves' tools), add a warning if you choose more than two skills. And then, at 6th level, add a warning if you choose more than a total of four skills with expertise. Third, the expertise check boxes should be grayed out for all classes except the rogue (of course, you can add a button or something to ungray them for house rule purposes).

    P.S. As far as skills are concerned, this is how I create my PCs: I choose the background first, then the race, and then the class. If the race is the variant human, then I choose the Skilled feat before the class (assuming I choose this feat instead of some other feat). This way I know for sure there won't be any skill duplication.
    I am curious, why do you feel that getting a pop-up is preferable to the current mouse-over/tooltip texts? Currently you can just hoover your mouse over one of the skill proficiency/expertise fields and you will get all the information regarding your skill options. I personally think that is much better and easier to reference, than a one-time pop-up. I would go so far as to say that this sheet already has more than enough pop-ups and getting even more of those things every time you change something is more an annoyance than a convenience.

    Than regarding greying out the fields that you are not allowed to select, I think that is a bad idea because it limits all options for using homebrew rules/materials in combination with this sheet. Getting a pop-up where you select skills might be a better option, because that you can just ignore if you want to, but I feel that the above reason is enough to discourage adding unnecessary pop-ups, especially because skill pop-ups won't be just one, but will be many. Maybe it is an idea to add a button that just gives a pop-up for skill selection, so that you can have the sheet automatically calculate the possible skill proficiencies for you, instead of getting one whenever something would change the skill proficiencies.

    However, making such a pop-up is a lot of work (a day or three/four of my free time) and I would rather spend that on stuff that I feel really adds value to this sheet. So unless more people think this a really valuable addition, I will just put it on the "wishlist for when I miraculously have more time"
    Last edited by morepurplemorebetter; Monday, 16th May, 2016 at 12:12 PM.

  • #943
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    My suggestion for graying out the check boxes and home brew house rules are easily gotten around. Just tie it in with the Adventurer's League toggle.

    I understand about the popups. That's why I suggested the graying out of the check boxes. I think that may be easier to program (I don't know for sure. I don't know Java.).

    Popups vs. grayed out fields seem to be a personal preference.

    I wasn't expecting this to be done right away because of your valuable time. There's probably other things on your plate that is more important right now.

  • #944
    Some new things for version 11.3

    MPMB's Character Record Sheet v11.3 (16-5-2016) with the following changelog:
    • NEW FEATURE: added the option to add the ability “Honor” or “Sanity”
    • Changed the way the attack section selects the ability for a cantrip
    • Removed the feature where changing the companion race causes the description fields to be reset

  • #945
    Quote Originally Posted by morepurplemorebetter;
    Ah that explains it. The key here is that you are importing from another version of the sheet. When you do that, there is no guarantee that anything will turn out correctly as things constantly change in my sheets.

    As for the +2 Warhammer, did you put it in the weapon field as "+2 Warhammer" or did you put in a "2" in the BlueText fields for To Hit Bonus and Damage Bonus? Because I would recommend using the first option because that is more likely to export/import correctly.
    I had the Warhammer listed as Warhammer (+2) and I put 2 in both BlueText fields, when it imported though it only brought in the To Hit and not the Damage.

  • #946
    Quote Originally Posted by Michael Robinson View Post
    I had the Warhammer listed as Warhammer (+2) and I put 2 in both BlueText fields, when it imported though it only brought in the To Hit and not the Damage.
    Try listing it as "Warhammer +2", thus without the brackets. You will see that the sheet adds the to hit and damage without you having to put anything in the modifier/bluetext fields.

    That the import didn't put in all the right fields is because you imported from an older version, that is something I can't change.

  • #947
    Quote Originally Posted by BennyG in the download comment section
    Hi.
    I think I may have found a bug.
    I am using the MPMB's Character Record Sheet (v11.2) [Letter].pdf using the latest version of acrobat reader on a windows 10 PC.
    I was making a wizard character and generated a spell sheet (This works GREAT, BTW!!!)
    This particular character has a war wand+1. So, to get my Spell Attack Modifier correct, I clicked on Mods and changed the modifier next to it from a 0 to a 1.
    This didn't work. The number changed to a 1 (with a ghostly image of a 0 behind it) but it didn't modify the number next to it. I tried changing it to all sorts of numbers, negatives, positives and the number never changed.

    I did not update to 11.26 since the change notes for .25 and .26 didn't seem to address this.

    Just wanted to let you know.

    Thanks for all your hard work, your sheet is amazing!

    BennyG
    Hi BennyG,

    Great to hear that you like the sheet!

    The problem you mention has been fixed in v11.26, and is listed in the changelog as "Fixed a problem with the BlueText (modifier) fields on the Spell Sheet pages being shown while they shouldn’t be (thanks Michael Robinson for noticing)".

  • #948
    EDIT: removed double post due to EN world crappiness with reloading a page...
    Last edited by morepurplemorebetter; Tuesday, 17th May, 2016 at 08:23 AM.

  • #949
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    Your sheet is improving more and more!!
    My group is using it since December and is really great

    I am not able to find the "Horror/Sanity" ability in the last version.


    Hoping to help you, I found that the Purple Dragon Knight "Rallying Cry" at 3° level, in the description of Class Features has the range as "60" not showing "feet", and even with metric system it shows 60 not converting to meters (18m).

  • #950
    Quote Originally Posted by Fabyo View Post
    Your sheet is improving more and more!!
    My group is using it since December and is really great

    I am not able to find the "Horror/Sanity" ability in the last version.


    Hoping to help you, I found that the Purple Dragon Knight "Rallying Cry" at 3° level, in the description of Class Features has the range as "60" not showing "feet", and even with metric system it shows 60 not converting to meters (18m).
    The "Honor/Sanity" (sorry no Horror ability score) is activated in the Ability Score pop-up dialog. Just click the "Scores" button in the "JavaScript-Window", or click on the title "Abilities" in the sheet, or click on the bookmark "Ability Scores".

    Good catch on the Rallying Cry, guess the "ft" must have fallen off when trying to make it fit on one line.

    Obviously the sheet can't transform it to metric if it doesn't know the units. The transformation between imperial and metrics is done on the text itself, there is no backend that has all the values somewhere, so that's why it can only convert things if they have the proper units listed in the text. I will make sure it is fixed in the next version!

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