D&D 5E MPMB's D&D 5e Character Tools

MPMB,

The spell Thorn Whip is displaying a damage die of 1d8 on your sheet. The PHB shows it as 1d6. If this is not in any errata, then it should be corrected.
 

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Nice you hear you like it!Some people have asked my about translations, but nodoby was willing to commit once I told them how much it would encompass. Currently there are no translated versions of this sheet and English is the only version. There is also no project to make any translated version.

I’m open to making translated versions, but not for doing the actual translations, because they take up a lot of time and no there is little to no interest in a Dutch version of D&D. A translated version would ideally have everything translated, from the basic text on the sheet (i.e. “Height”, “Abilities”, “Equipment”), all the auto-fill content (i.e. what is filled when you select a race, background, class, etc.), down to all the text in the pop-up dialogs. All together this constitutes about 6000 lines of code (only counting the textual code). With a rough estimate, this is comparable to a 200-page book.

If, after reading the above, you are interested in making a translated version for your native tongue, let me know! I can send you the code and you can translate it. But I must warn you, it will have to adhere to the same contraints as the current text, so it is not as easy as translating a text, it is a lot more difficult to fit game mechanics into single lines :P

I do, however, see a lot of merit in supporting metric! Because I can't, for the life of me, think with the imperial system. Inches, feet, and miles are just so damn confusing units of measurements :P
I have already started writing the code for this, but getting the conversions to appear everywhere correctly is tricky if I don't want to make a separate database of "Metric Class Features".
If you want to help, I could really use some help on translating the racial height and weight calculations for metric. For example, a human is 4'8" + 2d10, but how does this translate to a metric system that still allows you to roll dice and give the same variability?

I saw that JValeur has helped you with Metric System. I use another variant, if it's more practical you can use it:

Height [Human: 1,47m + 2d10m ÷ 40] Min=1,52m Max=1,97m
Weight [Human: 50kg + (Height Mod) x 2d4kg ÷ 2] Min= 57kg Max=137kg

Height Formula = Base + (Height Mod) ÷ 40
Weight Formula = Base + (Height Mod) x (Weight mod) ÷ 2

Note: This weight formula applies to all races, except for small sizes. They use: Base + [Height Mod] ÷ 4

The result is almost the same he found with his formula, the only difference is that mine use the same dice rolls that imperial system uses: (2d4, 2d6, 2d8 and so on).

About the translation, I think I can do it. At least I can try. Alone it will take some time (and patience) to translate 6000 lines of code, but I've done something similar and I'm so much excited with this sheet that it will be a pleasure for me help others to use your sheet. So... When can i start? :p
 
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Forgive me if the answer to this is buried somewhere in this massive thread, but I did try searching it and couldn't find the information. I just downloaded version 9.5 of this character sheet and tried importing my character's info from a previous version via .fdf file. When I did, the calculated movement speeds were all doubled. If I choose a new race after importing the old data, the movement speeds for that race are doubled too, so it appears that something about the importing screws up the movement lookup. If I open a blank copy of the 9.5 sheet and pick a race from scratch, the movement speeds are correct. Is this a known issue, and is there a workaround?
 

MPMB,

The spell Thorn Whip is displaying a damage die of 1d8 on your sheet. The PHB shows it as 1d6. If this is not in any errata, then it should be corrected.
Great catch! This was definitely an error on my part. I'll fix it in the next version!


I saw that JValeur has helped you with Metric System. I use another variant, if it's more practical you can use it:

Height [Human: 1,47m + 2d10m ÷ 40] Min=1,52m Max=1,97m
Weight [Human: 50kg + (Height Mod) x 2d4kg ÷ 2] Min= 57kg Max=137kg

Height Formula = Base + (Height Mod) ÷ 40
Weight Formula = Base + (Height Mod) x (Weight mod) ÷ 2

Note: This weight formula applies to all races, except for small sizes. They use: Base + [Height Mod] ÷ 4

The result is almost the same he found with his formula, the only difference is that mine use the same dice rolls that imperial system uses: (2d4, 2d6, 2d8 and so on).

About the translation, I think I can do it. At least I can try. Alone it will take some time (and patience) to translate 6000 lines of code, but I've done something similar and I'm so much excited with this sheet that it will be a pleasure for me help others to use your sheet. So... When can i start? :p
Thank you for submitting your take on the metric conversion. Unfortunately you are too late, because I already implemented JValeur's fixes.

Great to hear you are not discouraged ;) What language(s) would you want to translate for? Send me a PM with your email and I'll send you the javascript files. I haven't really thought about how well any implementation will work and it might be tricky to do everything in the same file. This is mostly due to the fact that I haven't set up any part of the code to take into account the possibility of other languages. But I'm sure I'll find a way to make it work!



Forgive me if the answer to this is buried somewhere in this massive thread, but I did try searching it and couldn't find the information. I just downloaded version 9.5 of this character sheet and tried importing my character's info from a previous version via .fdf file. When I did, the calculated movement speeds were all doubled. If I choose a new race after importing the old data, the movement speeds for that race are doubled too, so it appears that something about the importing screws up the movement lookup. If I open a blank copy of the 9.5 sheet and pick a race from scratch, the movement speeds are correct. Is this a known issue, and is there a workaround?
The Import function has some drawbacks as it will fire off all the sheet functions upon setting field values. Some fields will always end up going haywire when you import. I could remedy this, but I that would require a lot of work on something that is only a minor nuisance. The big problem is that there will always be differences between the different versions that the import function will be able to screw up.
 

Thank you for submitting your take on the metric conversion. Unfortunately you are too late, because I already implemented JValeur's fixes.

Great to hear you are not discouraged ;) What language(s) would you want to translate for? Send me a PM with your email and I'll send you the javascript files. I haven't really thought about how well any implementation will work and it might be tricky to do everything in the same file. This is mostly due to the fact that I haven't set up any part of the code to take into account the possibility of other languages. But I'm sure I'll find a way to make it work!

It's ok! JValeur's formula gets the work done too! :D
Initially I'll translate into my native language (Portuguese-BR), then I can help those who want to also translate into another language. I'll send one pm with my e-mail.
Thank you very much for listening MPMB!
 

With all that, it is time for a massive update!

Character Sheet/Generator v9.6 (30-10-2015) has the following changelog:
- GRAND NEW FEATURE [Units button]: Conversion to Metric. You can now convert to the metric system (or back to the imperial system). You can even do it on the fly! (as per the suggestion of evooL)
- GRAND NEW FEATURE [Units button]: Set decimal separator. You can now change the decimal separator to a dot or comma, whatever you desire. You can even do it on the fly!
- Added the option for feats to be moved just like the equipment and magic items (as per the suggestion of Headbomb)
- Added the option for attacks to be moved just like the equipment and magic items (as per the suggestion of Headbomb)
- Added the option to set the font of the text to anything you desire
- Condensed the Text Lines and Font Size buttons into one by making them part of the same pop-up dialog
- Condensed the Import and Export buttons into one by making them part of a menu
- The color of the on-sheet buttons (the red ones), now change color to match the color of the dragon head
- Changed the validation for all fields that require a numerical input: it is no longer possible to enter letters and, where appropriate, decimals. All these fields recognize both a dot and a comma as decimal separators, but will only show the selected decimal separator when the field is not being edited
- Changed the headers of the gear tables to the units of measurement (lbs or kg)
- Fixed bug where the Bard’s Countercharm showed up at level 5 instead of level 6 (thanks Mothraax for noticing)
- Fixed bug where Thorn Whip had a d8 die instead of a d6 (thanks Ohillion for noticing)
- Fixed bug where, upon import, the speed would effectively double (thanks pdegan2814 for noticing)
- Fixed bug where the Class Feature would not properly update when leveling up
- Fixed but where entering decimal in the Ability Score dialog resulted in an error (now they are ignored)
- Removed the layers and replaced them with ‘icon’-fields. In practice this means that people using software that doesn’t support my JavaScript functions and setting the initial view state of layers will no longer have issues with the visibility of the layers on page 3. This is mostly a fix for people using Adobe Acrobat Reader for mobile devices, others probably won’t notice much difference
- Updated the FAQ
- Added a background colour to the “Companion” header field when you open the drop-down box. This way the text is no longer invisible



Next up is to make the spell sheet metric-ready. Is there anybody who wants to help translating all the short spell descriptions into metric? The Range of the spells is easily converted, but the rest is a bit harder. Note that I use 5 ft = 1,5 m for conversion of game mechanics. That way every game mechanic adheres to the same scale and you don't have to worry about rounding errors (i.e. when rounding to halves, 5 ft rounds to 1,5 m, but 60 ft rounds to 18,5 m). Of course it would be possible to round everything to a single decimal, but that would kind of defeat the purpose of the easy system that D&D 5e is supposed to be ;)
 
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Hmm I guess I was a bit too quick with uploading this sheet without testing all the new functions. There are probably still a few bugs left, but I think I got the most annoying ones out ;) The new version offers no new functions other than better working functions that were introduced in v9.6. See the download page for v9.6.5!
 

v9.6.5 looking good.

This is may be a bit on the picky side of things, but I noticed a lot of the blue boxes are a bit too large, and it makes the sheet a bit ugly-ish. Not the end of the world, but I find it annoying.

https://gyazo.com/b7af7ca3d817044264f728621630d8d7

https://gyazo.com/75cccd1c186fc9d3840c0516c660d440

Things like the above would be a lot prettier if the blue area was confined to the box, rather than spill over the black region.

However, where it become a bit more important than just 'looking nice', is when those blue boxes overlap with one another. But also it makes editing the sheet a bit harder, especially when two blue boxes overlap them one another.

https://gyazo.com/173ffbf1622d0829f583e5ba80227fad

https://gyazo.com/e9f8a4cc8b0fc1f660cb802d843f083e

https://gyazo.com/92f740631bb5e3d2475b1db23dfc9332

https://gyazo.com/1c8434b720ce447f617791b2cc27626f

This is particularly annoying when using things in tablet mode, because you don't know, e.g., if hitting the attuned box will tick the box, or put the cursor in the text field.
 
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