The AC value of "unarmored" did nothing in the code, because if that entry is detected, the code also scans for an ability score and uses that for the armor calculation (i.e. "Unarmored (Int)" or "Naked (Wis)"). So changing it to 10 would change nothing. However, because of your comment I went back and tried to enter just "unarmored" without any ability score abbreviation and found out that it produces an error. So I fixed it to use the AC value in the ArmourList variable when there is not ability score abbreviation found. So now it does matter that it is 10 instead of 0(...)EDIT: While I'm here, MPMB, I'm fixing up the file, and I noted this:
When inputting "unarmored," "naked," or "nothing," the AC field just went unchanged. I noticed that the script here showed a 0, not a 10, so I changed it. I'm assuming that the script sees that value and uses it to overwrite whatever was previously there.
Is that right?
The idea behind the hyphens is that the left column represents the content of the backpack. Astromath's explanation is exactly how I intended it when I made itEDIT: You know, I thought of something. Why exactly do equipment entries on the left all have hyphens before them? Previously, when I added a pack of things, the container would be listed as something like "Backpack, with:" with the items that are inside it listed underneath and individually preceded by hyphens, but, now, it's everything on the left side. Is this just a style preference?
Also edit: I keep forgetting to ask about the weight fields. When we have decimals that are too lengthy, such as 0.25, the fields round. Thankfully, the subtotal and total weight fields are calculated correctly when this happens, but, when we print them out, the information can be misleading. Now, I'll happily grant the fact that this, like any other issue, can be solved with a simple "RTFB" statement, but I was wondering if there was a way to eke out just enough space for the weight fields that it wouldn't have to round such things as the weight of pitons.
Hey, something i noticed...when replacing a weapon there is a problem with the weapon stats and bonuses populating correctly when switching to a net. Perhaps this is something I'm doing wrong, but the current sheet seems to be defaulting to the previous weapon. You can't delete the damage dice so I'm thinking it's hardcoded. Can this be corrected so fields update whenever changing weapons?
Good that you found these errors! I had changed something in the weapon code some versions ago and appareantly didn't adapt the blowgun or net entries correctly. I have fixed them in v8.0Astromath: That is strikingly similar to how I view it. It's likely due to the way that things came up in earlier versions of this sheet.
Ohillion: I was able to replicate your problem and found it to be true of blowguns, also. I did just send MPMB another butt-ton of corrections, so he's about to update the sheet. Thankfully, he's smart enough to always check here for more problems to fix before uploading a new edition.
Now I'm curious to know what you wrote before you editedDisregard. Redownloaded the sheet and started from scratch, everything is working properly again.
Love your sheet! Thanks!
Haha, both wonder and regret in one post is funny! I should've known better than to simply take every alteration at face value, especially considering I know that Hellish Rebuke is a reaction... O well, it has been fixed in v8.01It's . . . It's beautiful. ;_;
EDIT: -facedesk-
. . . . .
I'm an idiot. I made the tiefling's Hellish Rebuke a bonus action. It's obviously a reaction. I'm an idiot.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.