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<blockquote data-quote="morepurplemorebetter" data-source="post: 6818710" data-attributes="member: 6788192"><p>It has been a little while since my last post, so let me give you a preview of what I've been working on. The next version, v10, will have some new features that I'm very enthusiastic about!</p><p></p><p>This next version is not done yet, but:</p><p>PREVIEW IS NO LONGER AVAILABLE</p><p></p><p>The Changelog for v10 (so far) is:</p><ul> <li data-xf-list-type="ul">Added the option to change the colour of every attack field separately on the first page (use the menu buttons to the side) </li> <li data-xf-list-type="ul">Added checkmarks to every clickable menu, where appropriate (i.e. a checkmark now appears next to what is already selected, be it the colour, personal trait, fighting style, or whatever) </li> <li data-xf-list-type="ul">Changed how the ability scores are calculated, making it possible to have nothing filled out and have all calculated fields also be empty. As a result of this, the default value for all ability score fields is no longer 10, but an empty field </li> <li data-xf-list-type="ul">Changed the default values of many fields so that they are no longer filled when you press reset (or when you download a fresh sheet) </li> <li data-xf-list-type="ul">Changed the HD area to incorporate the “d” into the field instead of into the graphic (as suggested by SpoCk0nd0pe) </li> <li data-xf-list-type="ul">Reworked how the calculation of attacks are done, making them somewhat faster </li> <li data-xf-list-type="ul">Reworked how the manual feature of attacks are done, making it easier to use as it now will mirror the automatically filled stuff when switching to manual (instead of remembering its own values) </li> <li data-xf-list-type="ul">Fixed a bug where some class abilities didn’t show up in the proper order when added, or weren’t properly altered upon switching subclasses </li> <li data-xf-list-type="ul">Redesign of the companion page:<ul> <li data-xf-list-type="ul">Changed all cell names and formulas to make calculations faster </li> <li data-xf-list-type="ul">Added skills </li> <li data-xf-list-type="ul">Added proficiency bonus </li> <li data-xf-list-type="ul">Added alignment and type </li> <li data-xf-list-type="ul">Added automatically calculated attacks, identical in functionality to the attacks on the first page </li> <li data-xf-list-type="ul">Added automatically addition of racial abilities, with the option to add either a player race or a Beast </li> </ul> </li> <li data-xf-list-type="ul">Added a page for Wild Shapes:<ul> <li data-xf-list-type="ul">Auto-calculate the wild shape stats, proficiencies, bonuses, attacks, etc. etc. upon entering the beast’s name </li> <li data-xf-list-type="ul">Option to choose from different ways of calculating the wild shape </li> <li data-xf-list-type="ul">All calculations are added upon selection, but aren’t updated automatically. This is done so that you can change anything about the wild shape that you want </li> <li data-xf-list-type="ul">Choosing a wild shape can be done from a drop-down list of all the option, as well as via a menu that has them sorted by CR, and mentions if the beast has a fly and/or swim speed </li> </ul> </li> </ul><p></p><p>I haven't had time to add all the creature's yet, but more are coming. Until now there are only 13 Beasts to choose from, and only the Air Elemental from the elementals (even though all elementals appear in the menu).</p><p>Please take the Wild Shape section for a spin and tell me about any errors, stuff that you think is missing, or other things of interest that you might find. Thank you!</p><p></p><p>Note that you will need to first define a character on page 1 (at least level 1 and all ability scores filled out), or the wild shapes will not commit (because there is not enough data to work with.</p></blockquote><p></p>
[QUOTE="morepurplemorebetter, post: 6818710, member: 6788192"] It has been a little while since my last post, so let me give you a preview of what I've been working on. The next version, v10, will have some new features that I'm very enthusiastic about! This next version is not done yet, but: PREVIEW IS NO LONGER AVAILABLE The Changelog for v10 (so far) is: [LIST] [*]Added the option to change the colour of every attack field separately on the first page (use the menu buttons to the side) [*]Added checkmarks to every clickable menu, where appropriate (i.e. a checkmark now appears next to what is already selected, be it the colour, personal trait, fighting style, or whatever) [*]Changed how the ability scores are calculated, making it possible to have nothing filled out and have all calculated fields also be empty. As a result of this, the default value for all ability score fields is no longer 10, but an empty field [*]Changed the default values of many fields so that they are no longer filled when you press reset (or when you download a fresh sheet) [*]Changed the HD area to incorporate the “d” into the field instead of into the graphic (as suggested by SpoCk0nd0pe) [*]Reworked how the calculation of attacks are done, making them somewhat faster [*]Reworked how the manual feature of attacks are done, making it easier to use as it now will mirror the automatically filled stuff when switching to manual (instead of remembering its own values) [*]Fixed a bug where some class abilities didn’t show up in the proper order when added, or weren’t properly altered upon switching subclasses [*]Redesign of the companion page: [LIST] [*]Changed all cell names and formulas to make calculations faster [*]Added skills [*]Added proficiency bonus [*]Added alignment and type [*]Added automatically calculated attacks, identical in functionality to the attacks on the first page [*]Added automatically addition of racial abilities, with the option to add either a player race or a Beast [/LIST] [*]Added a page for Wild Shapes: [LIST] [*]Auto-calculate the wild shape stats, proficiencies, bonuses, attacks, etc. etc. upon entering the beast’s name [*]Option to choose from different ways of calculating the wild shape [*]All calculations are added upon selection, but aren’t updated automatically. This is done so that you can change anything about the wild shape that you want [*]Choosing a wild shape can be done from a drop-down list of all the option, as well as via a menu that has them sorted by CR, and mentions if the beast has a fly and/or swim speed [/LIST] [/LIST] I haven't had time to add all the creature's yet, but more are coming. Until now there are only 13 Beasts to choose from, and only the Air Elemental from the elementals (even though all elementals appear in the menu). Please take the Wild Shape section for a spin and tell me about any errors, stuff that you think is missing, or other things of interest that you might find. Thank you! Note that you will need to first define a character on page 1 (at least level 1 and all ability scores filled out), or the wild shapes will not commit (because there is not enough data to work with. [/QUOTE]
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