#Custom System Builder

1 messages · Page 2 of 1

prisma orchid
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Hey there. If i I assign a roll to a variable like this §{roll=: [5d6]}§ can i somehow later access the individual dice of that roll or just and only the evaluated sum? (Background: Im trying to check a roll for successes AND failures separately and apparently even vanilla foundry wont do /roll 5d6cs>4cf<2, it'll only count the failures in that case)

deep meteor
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Any idea how to combine two user inputs into one formula so you only get the one popup? I'm trying to do ${?{mod} + [:?{assistDie}:]}$ but it doesn't like it. Separating the two user inputs into their own formulas works but then there's two popups

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assistDie input would be dice, i.e. "d4"

snow locust
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${roll:=[d:assistDie:]+mod}$```
snow locust
deep meteor
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It works! But it outputs a bit of an ugly ERROR in the chat message, probably complaining about that first formula. Is there a way to hide that?

snow locust
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there shouldn't be an error :/
You can hide formulas by adding a # to the start of it, after the ${

deep meteor
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Really? Okay I had modified it a bit for my use case. One moment

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Okay copying and pasting I think it doesn't like the initial "d" in [d:assistDie:], but when I remove that I do get an ERROR

snow locust
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it needs the d to interpret it as a dice roll, so that "d:assistDie:" resolves to "d4" if assistDie=4

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i am using an older version of foundry and csb

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but I can't imagine they changed that stuff

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but even if you remove the d there shouldn't be an error

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may i see the formula ?

deep meteor
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Here you go -

${!sameRow('skill')}$ check: ${[2d10]+sameRow('skill_rank')+AttributeModifier+[:AssistDie:]}$```
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I will try it again with the d

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Here is the error I get with [d:AssistDie] - Uncaught (in promise) Error: A Die term must have a numeric number of faces.

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Without it does work but outputs ERROR at the beginning

snow locust
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you are missing a :

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unless that was a typo only here in discord

deep meteor
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Yeah that was just here I missed it lol

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It is there in foundry

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[d:AssistDie:]

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Oh wait

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I'm having the user input "d4" rather than just "4"

snow locust
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ah 😛

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that would explain it

deep meteor
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Ahhh and that's where the error is coming from too

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cause it's not a number

snow locust
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i'm glad it's working then !

deep meteor
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Hmm well I would kinda like to allow them to enter "d4" or any other roll syntax

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But this is a decent workaround. Thanks

snow locust
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${(dice).replace('d','')}$```
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this removes any occurences of the letter d

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i'm not sure about type safety or whatever in javascript, so you might have to turn it back into a number after if it complains about numeric faces again

formal goblet
lone tangle
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Anyone know how to get an item name in a roll result for that item (from the item's own sheet)? The item name seems to be outside the scope of the return when rolling from the item's own sheet.

quasi sonnet
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is how I do it.

lone tangle
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hmm interesting it seems to work if it's actually on an actor, but not if it's a world item in the sidebar

quasi sonnet
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Is there a way that I can can read what a key in a droplist is, and based on what it contain (it refers to hidden attributes), output different text? All I have achieved is that it outputs the name of the hidden attribute.

quasi sonnet
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Yeah. But I want to output different things based on what that key is. For example if the key is diceRoll_str, I want it to output "Strength roll".

formal goblet
quasi sonnet
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thank you

dire rivet
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apologies if this is a very broad question, what is an example of what I would enter in this field?

formal goblet
dire rivet
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Ah gotcha, so its asking for the actual written out name like .glow or something like that- not a file path or anything. just wanted to make sure, thank you

old hedge
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Hello everyone, very new to this and hit a bit of a wall.
I’m looking to include a roll result of text imputed from a dynamic table. I have feeling it involves ref, and same row, but I can’t for the life of me put it together. I hope that made sense.

quasi sonnet
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Is there a way I can export my compendiums as well as the json file for this system?

undone smelt
quasi sonnet
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ok

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Thank you, that was a very useful link.

ruby pelican
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Hello. I am looking for a code that ignores ones. Here is my set up.

You roll 1d6 (if you roll a one it fails) If the dropbox is selected which is based on a number of d4s. Those times in total what the 1d6 is. Now here is my dilemma. I want it to ignore when a 1 is rolled on a d4.

So for example it you roll 3d4 and two are 1s those get ignored.

I have it where it will roll those dice fine but I can't seem to find the proper code to get it to ignore certain numbers. Any help is appreciated. 🙂

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If this helps at all this is my current code
${[1d6:ModWeapon:]}$
The ModWeapon is keyed to be *1d4 currently.

formal goblet
old hedge
quasi sonnet
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How can I have two item containers and be able to move items between them? as it is now, it shows the items in both.

vagrant hollow
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You can not. There is basically only one Item container per character. Just the output is diverted by the filters when using more than one.

raw terrace
quasi sonnet
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It wont accept a checkbox like that, because you can not set it on the item for some reason. So what I did was a dropdown list with (yes/no).

raw terrace
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I did it. Check my templates. It doesn’t matter too much as long as the item has a key that can be used to filter the items.

quasi sonnet
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I will check

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Yes, you did it just the way I did it.

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It had issues with it for me.

raw terrace
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Ah

high veldt
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Is it not possible to use an item container inside another item for pieces of gear that are used to help carry other items(sacks, backpacks, etc)?

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Drag and drop doesn't seem to work with this setup, despite what should be a match for the filters.

quasi sonnet
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@raw terrace I have run into a problem that I hope you can help me with. The character has stopped updating information, and I cant find what is wrong.

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Very strange, seems to have solved itself.

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No, it is still not working.

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Uncaught (in promise) TypeError: cannot use 'in' operator to search for "0" in "Open helmet"

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Aha, a corrupted character caused it. Had Open Helmet as ability 😄

raw terrace
hexed meadow
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Hello, I am trying to set up a template actor, but everytime I check the box it doesn't change anything and when I exit out of the actor and reload him the box is unchecked again. Any help?

formal goblet
uneven grove
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Does anyone know how to load the dev build?

high veldt
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Working on a formula. How do I grab the name of the actor an item has been attatched to?

high veldt
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${concat(item.parent.name, string(RollFeatureFlavortext), string(RollFeatureFormula), string(RollFeatureFormulaDamage))}$ This doesn't seem to work for a roll message.

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It's just posting the formula code instead of a result

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Does anyone here have the knowhow to help me unravel this? I'm not gonna be making any progress here until I can figure out how to slap this thing into functioning

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I am trying to make a formula to put together a roll message

high veldt
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"No Form Element"?

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Huh?

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What does that mean, when I am trying to set something up in the rich text editor box and it tells me that?

formal goblet
formal goblet
high veldt
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So the tutorial stuff I read was misleading. I'm gonna be better off just going for the most rudimentary form of this possible.

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It's supposed to be available in addition to math.js

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be enclosed in the string() function to work correctly. For
example : concat('Deal ', string(strMod+dmgMod), ' damage to the target.').```
formal goblet
formal goblet
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Ok, wait a second. It´s actually supported probably (atleast with string()...)

high veldt
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Yes, that's the thing. Seems like string() should be specifically added in as valid code

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Presumably it's specifically a CSB item

formal goblet
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Oh, I think I found the issue. It should be item.name and not item.parent.name

high veldt
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Thanks for the effort. However, I think i've now determined that making an actually nice looking roll card in this system is beyond my mental capacity. By myself, at least.

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The only way to make it work is to have a label, with a roll message reffing another rich text key

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And something in there just breaks along the way no matter how I try it

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Even a simple something doesn't seem to work.

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nvmd, syntax, bleh

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Ok no, do have a problem again.

Attack Roll: ${[1d20]}$ + Melee Bonus

This isn't making a roll. Why?

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${ref('FeatAttackRoll')}$

${ref('FeatRoll2')}$```
uneven grove
timid glade
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Is there a way to have a pop up come as an alternative click where you can pick advantage, disadvantage, and any modifiers?

crisp shell
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Open question: is there really no better way to total bonuses from e.g. feats than to have an item table with a column for every possible bonus?

crisp shell
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Or, maybe I can go "Name | Modifier Type | Modifier Value". But then I can't have an item modify more than one stat at a time.

timid glade
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?{<varRoll>|<2d6>}
<p>${[varRoll+:ACV:]}$</p>

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The wiki really needs to put in examples for complex things like this lol

uneven grove
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This is a guide for anyone interested in how to put macros in their character sheets

  1. Open the user data folder by right clicking the Foundry icon in your task bar and click Browse User Data
  2. Back up your data by copying the Data folder to a secure location or giving it a different name
  3. Install the dev build by cloning develop branch to (User Data)\FoundryVTT\Data\systems\custom-system-builder https://gitlab.com/custom-system-builder/custom-system-builder/-/tree/develop
    Or if you don't use git, download it and replace the (User Data)\FoundryVTT\Data\systems\custom-system-builder folder. Be sure the folder is named custom-system-builder https://gitlab.com/custom-system-builder/custom-system-builder/-/archive/develop/custom-system-builder-develop.zip
  • Your game world should be unaffected by the system upgrade
  1. Install and activate the Advanced Macros module
  2. Add text to your sheet that will execute a macro when clicked by adding a label. In the Roll Message field, put {{macro "Name of your macro"}} with quotes included
    *Note that this only works with script macros
vagrant hollow
lone tangle
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Has anyone used Active Effects in CSB yet?

faint wharf
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can i adres item table some way?my items have only waight. i wanted to make carring capacity system

violet latch
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Is this system currently maintained?

sharp prairie
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Hello all! Noob here. First question: What is the formula to take the current total in the ‘slots’ column of the item container and put it in the ‘slots used’ box? It should be 6/18 in this pic. Is that something that can be done? Second question: Is it possible to change the words ‘true/false’ into a check box within the container for the player? It’s currently set up here that they’d have to click and open the item and check the ‘equipped’ box within it. I’m just trying to make it cleaner and less clicks. Thanks!

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Also I just wanna say thank you to everyone in here for helping eachother. I have learned so much about coding and foundry and such just scrolling back.

formal goblet
potent fossil
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Hey! sorry to disturb
You've done an amazing work with the custom system builder congrats ! I was just hoping to take a few seconds of your time to see if you can help me find the solution to a problem.
I've been working on a sheet, then, suddenly it won't open anymore. The original template is still there and seems functional to me (even tho it is obviously not, since my sheet doesn't open) but I didn't manage to locate the origin of the problem. I though that you might have been reached out for similar issues before and that you may have some clues to give me so I can look closer, because I spent hours trying to find the error, but since I don't know programming i can't read efficiently the console error message

(sorry LinkedFluuuush for the dm I just found the appropriate channel for it 😅 )

formal goblet
vagrant pagoda
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Hi 🙂 I'm trying to build a weapon table, using an item container. And I want to generate a label roll message that pulls the skill value from a dynamic table. The name of the skill is the same as the name of the weapon.

I'm trying to use fetchFromDynamicTable in the roll message of a label in the item container like this, but it's not working:

${fetchFromDynamicTable('skill_list', 'skill_score', 'skill_name', 'item.item_weapon_name')}$

Is it possible to use item.item_weapon_name in the fetchFromDynamicTable like this? If so, what am I doing wrong?

Thanks in advance for any help you can give!

formal goblet
vagrant pagoda
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Thank you! I hope this helps. Let me know if I can say anything else that will help.

formal goblet
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One part I can already see is, that you´re using '' for item-item_weapon_name. What it will do is checking if one of your skill_name = item.item_weapon_name and not what the value of item.item_weapon_name is. So ${fetchFromDynamicTable('skill_list', 'skill_score', 'skill_name', item.item_weapon_name)}$ might work better

vagrant pagoda
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No change I'm afraid. The output of the roll in chat is an empty bubble of the kind that usually shows roll results

formal goblet
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Try ${item.item_weapon_name}$ and see if you get the right name

vagrant pagoda
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Looks like nesting ${ }$ doesn't work

formal goblet
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Well, why should you even nest them? 😅

vagrant pagoda
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ooh you mean using JUST that in order to see if that part works - i get you 🙂 One sec!

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Ok, narrowing down on the cause now. It doesn't seem to want to get the value...

formal goblet
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Wrong key name I guess. Check in your item template how the key name is

vagrant pagoda
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This is the key copied from the template: item_weapon_name

formal goblet
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huh... Any errors in the console when you press F12?

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And reload the Item in the Container just to be safe

vagrant pagoda
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Is this what you're looking for?

formal goblet
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uhhhhh, that´s an error from another module if I have to guess

vagrant pagoda
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reloading the item hasn't helped. Nor did reloading FVTT

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right, no other errors that I can see

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the damage role with the following code works fine:

does ${[(:item.item_damage:d2-:item.item_damage:)+(:item.item_damage_modifier:)+(:modifier:d2-:modifier:)]}$ damage with their ${item.item_name}$

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the complex roll formula is due to my house rules rolling. Essentially it's rolling 2 sided dice

formal goblet
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That´s not an issue if it´s working.

vagrant pagoda
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Any thoughts why the item call would work in one roll and not the other?

formal goblet
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I don´t know where the problem lies. I did a small example and it works without any issues

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${fetchFromDynamicTable('Weapons', 'Value', 'Name', item.name)}$

vagrant pagoda
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hmmm odd. I might try disabling all mods except for CSB and see if I can replicate your test

potent fossil
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Hey guys I'm really struggling figuring out the most basic stuff, I tried to read what was sent before but I didn't understand how to do it.
I can see in many of your examples that you manage to make information about the items appear in the character sheet. For example the Attribute it uses.
What are the keys that I have to match in order for them to appear ?
Like if I create a label in item container, I put a name to the colon 'Attribute' and it's key is 'att'. This value is supposed to be stored in a dropdown list in the item sheet that also uses the key 'att'. What am I missing to make this information appear ? Is it an issue if the dropdown list is stored in a regular table ?

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Also how would this work for a text or number field ? for a roll ?

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Well I gess it has to do with labels... using ${item.somthing}$ maybe.. but it doesn't seem to always function

formal goblet
# potent fossil Also how would this work for a text or number field ? for a roll ?

It doesn´t matter how the Label in the Item Container is named or which key it has. The only thing you need to get a value from an Item is to use ${item.<Key>}$. The same applies for rolls.

I also recommend going through the README where the most stuff that can be done is covered: https://gitlab.com/custom-system-builder/custom-system-builder/

Is it an issue if the dropdown list is stored in a regular table? - It´s not. There is no difference if a Component is stored in a regular Table or not, you reference it the same way.

sharp prairie
formal goblet
potent fossil
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Hello me again, sorry for bothering
I wanted to implement in my item container a roll for attack and for damage.
He is how I did it :
1- in my item sheet there is a drop downlist for the skill that you might want to chose for attack and their corresponding key. There is also a space to insert the dice formula and a Modifier calculated by the division of a skill and a given modifier.
A typical attack roll would be : 1d10 + Skill1 + OtherModifier
A typical damage roll would be : 1dX + (Skill2 / Y) + OherModifier

2- in the item container I have called all this information.
the dmg column has for label : ${item.dice}$ + (:${item.statmod}$: / ${item.moddiv}$) where dice is the damage roll, statmod is the skill modifier and moddiv is the the divider of the stat mod.

3- in the roll label of the item container the follow formulas are used :

<table style="width: 99.8878%; height: 100px; margin-left: auto; margin-right: auto;" border="1"><colgroup><col style="width: 35.493%;"><col style="width: 64.507%;"></colgroup>
<tbody>
<tr style="height: 30.8px;">
<td style="height: 30.8px;" colspan="2">
<h2 style="text-align: center;">${item.name}$</h2>
</td>
</tr>
<tr>
<td>Attaque + ${?{MOD1}}$</td>
<td>
<p>${[1d10 + ::item.stat:: + :MOD1:}$</p>
</td>
</tr>
<tr style="height: 33.6px;">
<td style="height: 33.6px;">D&eacute;g&acirc;ts + ${?{MOD2}}$</td>
<td style="height: 33.6px;">
<p>&nbsp;${[ref(sameRow(dmg)) + :MOD2:]}$</p>
</td>
</tr>
</tbody>
</table>
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but, when I press the button, nothing happens, returning the following in the console :

Uncaught (in promise) Error: A Die term must have a numeric number of faces.
    at new Die (foundry.js:11827:13)
    at DiceTerm.fromMatch (foundry.js:11054:12)
    at Roll._classifyStringTerm (foundry.js:9860:23)
    at foundry.js:9476:22
    at Array.map (<anonymous>)
    at Roll.simplifyTerms (foundry.js:9474:29)
    at Roll._evaluate (foundry.js:9288:35)
    at Roll.evaluate (foundry.js:9256:25)
    at ParentheticalTerm._evaluate (foundry.js:11339:28)
    at ParentheticalTerm.evaluate (foundry.js:10233:25)
lament flint
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I just started messing with Custom System Builder and have been trying to make a basic item container that shows the name of the item and a short text description from a text field but I can't seem to get it to work in the slightest. any help would be greatly apricated.

potent fossil
# lament flint I just started messing with Custom System Builder and have been trying to make a...

I had the same problem few hours ago you, the way I understand is that you have to put in the label of your corresponding item container tab the following : ${item.<Key>}$
and <key> would be whatever key you're using for the description in you item template. Let's imagine the key of a text area you're using for the description is desc, then you would create a new column in your item container, in you actor template and put ${item.desc}$ in label text

#

Then when you drop an item in a sheet the name and the desc should appear

lament flint
potent fossil
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if it's not that then check your parameters for item container and be sure that the template of the item your trying is checked

#

if it's still not that then sorry I just got started yesterday x)

lament flint
potent fossil
formal goblet
# potent fossil Hello me again, sorry for bothering I wanted to implement in my item container ...

I see 2 problems there:

  1. <p>${[1d10 + ::item.stat:: + :MOD1:}$</p> You have double-: at item.stat, you should remove one layer 😅
  2. <p>&nbsp;${[ref(sameRow(dmg)) + :MOD2:]}$</p> Your Label Roll Message cannot reference the Labels of your Item Container, so you have to reuse the formula for dmg. So it should look like this in the end:
${#dmg:= item.dice + (item.statmod / item.moddiv)}$
<p>&nbsp;${[:dmg: + :MOD2:]}$</p>
potent fossil
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I see, thanks gonna try this

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Weird doesn't seem to work
console :

Uncaught (in promise) Error: Unresolved StringTerm ERROR requested for evaluation
    at StringTerm.evaluate (foundry.js:11730:11)
    at Roll._evaluate (foundry.js:9292:42)
    at Roll.evaluate (foundry.js:9256:25)
    at Formula.evaluateRoll (Formula.js:755:24)
    at async Formula.compute (Formula.js:269:30)
    at async ComputablePhrase.compute (ComputablePhrase.js:127:13)
    at async HTMLAnchorElement.<anonymous> (Label.js:239:21)
#

Both formulas seems to be an issue, none of them work.

formal goblet
# potent fossil Both formulas seems to be an issue, none of them work.
<table style="width: 99.8878%; height: 100px; margin-left: auto; margin-right: auto;" border="1"><colgroup><col style="width: 35.493%;"><col style="width: 64.507%;"></colgroup>
<tbody>
<tr style="height: 30.8px;">
<td style="height: 30.8px;" colspan="2">
<h2 style="text-align: center;">${item.name}$</h2>
</td>
</tr>
<tr>
<td>Attaque + ${?{MOD1}}$</td>
<td>
${#att_roll:= [1d10]}$
<p>${att_roll + item.stat + MOD1}$</p>
</td>
</tr>
<tr style="height: 33.6px;">
<td style="height: 33.6px;">D&eacute;g&acirc;ts + ${?{MOD2}}$</td>
<td style="height: 33.6px;">
${#dmg_roll:= [:item.dice:]}$
<p>&nbsp;${dmg_roll + (item.statmod / item.moddiv) + MOD2}$</p>
</td>
</tr>
</tbody>
</table>

Maybe this way?

potent fossil
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Well, we're getting somewhere now 😂 but not there yet. The roll appears but its an error

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There is also less error messages :

chat-enhancements.js:82 Uncaught (in promise) TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))
    at Function.from (<anonymous>)
    at HTMLSpanElement.expandMfsRoll (chat-enhancements.js:82:28)
    at HTMLDocument.dispatch (jquery.min.js:2:43064)
    at y.handle (jquery.min.js:2:41048)
formal goblet
#

Atleast we got rid of FoundryAPI-issues

potent fossil
formal goblet
#

Remove the html-specialchars (orange-parts) and see what it gives to us

#

although... check if you get the desired results from the item-keys. You can use the Label prefix (or suffix) for that, so you don´t have to change the roll message

potent fossil
#

when I removed the special char I had clearer message error

#
Formula.js:680 Error: Cannot convert ":tch:" to a number
    at convert (math.js:12242:57)
    at Array.t (math.js:6552:67)
    at Function.r (math.js:6691:72)
    at Function.addScalar (math.js:6739:53)
    at Function.oe (math.js:6724:82)
    at add (math.js:6740:54)
    at math.js:25781:48
    at math.js:25781:50
    at Object.evaluate (math.js:24162:45)
    at r.evaluate (math.js:24139:55)

Formula.js:680 Error: Cannot convert ":rfl:" to a number
    at convert (math.js:12242:57)
    at Array.t (math.js:6552:67)
    at Function.r (math.js:6691:72)
    at Function.oe (math.js:6724:82)
    at divide (math.js:6740:54)
    at math.js:25781:48
    at math.js:25781:62
    at math.js:25781:50
    at Object.evaluate (math.js:24162:45)
    at r.evaluate (math.js:24139:55)
#

seems like my keys translating into numbers

formal goblet
potent fossil
#

this is how my dropdown list is set up, rlf is for REFLEX, dex for DEXTERITY ...

#

same goes for this one

formal goblet
#

ok, and I guess dex, cor, int are valid keys in your actor template?

potent fossil
#

they do, and they work in their corresponding rolls

#

this the weapon template

formal goblet
#

ok, then remove all : and wrap your item.statmod with ref() -> ref(item.statmod) in your roll message

timid glade
#

I'm still struggling with the variable input pop up thing. Nothing I've done is working. Is there any example someone has?

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Trolling up I think I found what I was doing wrong. Had to dig through other code though. Experimenting a bit more.

formal goblet
timid glade
#

Yeah, this is the reason the README definitely needs examples of complex things like this lol I was trying to treat it like a regular variable where its outside the equation because it had the {} which in my mind is a separate piece.

formal goblet
#

Well, relatable 😅

timid glade
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I may just abandon this portion and tell my players to suck it up and type the damn equation in the chat at this point.

potent fossil
quasi sonnet
#

I am using the Year Zero Engine: Combat module for the game I am running, and it has the ability to duplicate an opponent in the turn order based on its speed stat. However, I can not find what works to type into the settings of the module to pick up the attribute speed from the character sheet. Any help would be welcome.

sharp prairie
#

For a nurse with ZERO knowledge going in, I'm doing pretty ok I think.

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Regarding the 'additional CSS classes' box, the documentation on Gitlab has a link saying "See 'here' for more information on CSS enhancing" but it doesn't actually lead anywhere. Where should it lead?

#

Also, how are ya'll making highlighted code boxes in the chat??

formal goblet
sharp prairie
#

That just takes me to the main page.

formal goblet
#

You can customize your sheets with your own CSS. You can add a CSS file in the system configuration. The path must lead to a CSS file, starting from Foundry's Data Directory.

sharp prairie
#

oh nm sorry, I see.

formal goblet
sharp prairie
#

OH WOW lol Literally learning HTML, JS, CSS, Markdown, JSON for this "little" project is OVERWHELMING!

formal goblet
#

Well, It has its´ advantages to learn these technologies 😅

sharp prairie
#

True! It is the times we're in and I'm old 🤣

fickle kayak
#

Hi all, I'm trying to add a URL to a rich text field and I'm getting this error:

#

Anyone know what it's about?

formal goblet
sharp prairie
#

Oh here's a question: The item in the character's container that they click on, there's a little grey fa-suitcase... Is that changeable? Is that a core foundry thing or a CSB thing? Where is that found if it's changeable?

fickle kayak
formal goblet
sharp prairie
#

aw boo😊

formal goblet
sharp prairie
#

^ I see you are watching too 😉

fickle kayak
#

Thanks for the help anyway. I appreciate it!

lethal rover
#

Hey all, I've been having a great time using CSB to power my home system. However, I have been doing some things that can be described as horribly inefficient. My system uses one of the character's four attributes as their key attribute relating to combat (i.e. attack modifiers and damage modifiers). The way I've implemented this until now is to have four separate sheets that are written in such a way that the core attribute appears in the necessary places... As you can imagine, this means whenever I add a new feature to the sheet, I have to add it to the other three as well (hence the inefficiency). TLDR; is there a simple way to allow the players to choose their key ability on their sheet and have that be the key I use in most of my formulas (I undestand this is probably a really easy thing to do, I am just simply inept 😂 )

formal goblet
vagrant hollow
lethal rover
vagrant hollow
#

Exactly
In my system I do the characterclass dependent initiative roll on this way.

lethal rover
vagrant hollow
#

Welcome to the club 🥸
For this I made one more step. Setting a label with a key and the label text ${ref(your dopdown list key)}$, also usable as a value control output for the player.
In the CSB settings initiative formula it looks [you-dice]+label-key
Works perfect for me, even with different combat helper modules.

lethal rover
#

The minute I figure this one step out it really speeds up everything else I do so the help is really appreciated here ❤️

vagrant hollow
#

${[2d10] + ref(KEYABILITYPCDROPDOWN) + DEFENDMODIFIERPC}$
Try this for the roll

vagrant hollow
#

Your welcome

lethal rover
#

Okay, last stupid question for today (I feel bad now because I can probably spend way too much time figuring things out myself but you've been so helpful thus far I just can't help myself). I don't understand the items element of the system... I have a default item sheet that in theory should be usable to roll attacks and damage once it's equipped on the PC's sheet, but I can't for the life of me figure out how to drop them onto the sheets 😂 Again, I'm sure this is really simple and in the ReadMe (which I've read multiple times,but once again, I am a buffoon)

vagrant hollow
# lethal rover Okay, last stupid question for today (I feel bad now because I can probably spen...

You don’t have to feel bad aobut this – I had the same problems just 1,5 month ago.😉

So you made a equippableItemTemplate and out of this a equippableItem ?
These equippableItem can than be placed in the charaktersheet in an Item Container.
Attention: there is virtually only ONE item container per charactersheet!
You HAVE TO select your equippableItemTemplate name in the item container to make the corresponding items shown!
But the item container can be placed several times in the sheet and separated by the Filter Items setting.

I am not sure if I got your problem right?
Items are tricky

lethal rover
formal goblet
vagrant hollow
lethal rover
vagrant hollow
oblique spear
#

i was recommended to put my problem here, in hopes that the is a solution.

#

I am trying to program Pokerole into Custom sys, and the route I would like to go is making moves as items that call on the pokemon stats to roll accuracy and damage. The reason i want to do it like that is so I can save all the moves in a compendium to make the making of a pokemon easier. any thoughts on how i can achieve this? (alternatively if there is a way to make a table where it can duplicate itself multiple times based on a stat ill just do it like that?)

#

please DM if you think you know a solution

formal goblet
# oblique spear please DM if you think you know a solution

I´d say a normal Item Container with Labels for the roll should be all you need for your case if I haven´t missed something (I don´t know how Pokerole works). You can go more into detail if you need further help. I´m usually here all day and have some knowledge over the system.

oblique spear
formal goblet
oblique spear
#

sweet may i DM you a link to connect to me so you can show me?

formal goblet
#

Uh, well why not

stiff canopy
#

Is there a way to access keys from the owning character on an Item? I am trying to create my spells as Items, to be placed in an Item Container. Is there a way to access, say, a character's Spellcasting Skill from within the Item owned by that character?

formal goblet
stiff canopy
#

That makes me sad. Oh, well. Thanks.

formal goblet
#

It would cause some weird behaviour, e.g. what should happen with the content of an Item which is not assigned to any character

raw terrace
#

Quick question - I have a dice roll triggered in the label message from a dynamic table for a basic skill roll. It asks the user for a modifier, adds that to a skill and rolls 2d6, adding the total of the modifier and skill value. All is good, that works fine:
${#target:=sameRow('skill_total')+?{Bonus|0}}$ ${roll:=[2d6 + :target:]}$
What I also need to do is detect whether or not the two dice rolled 1s, as rolling two 1s is a failure, regardless of the total result, but I can't figure out how to do this. Anyone want to point me in the right direction?

stiff canopy
#

Can I request a feature here?

oblique spear
#

When it comes to initiative..... how do i define it? where do i define it?

oblique spear
#

also is there a way to refrance a target?

formal goblet
formal goblet
raw terrace
formal goblet
#

Ah right, that would work aswell

raw terrace
#

The biggest challenge for Troika! is the initiative system, which involves putting chits into a bag and drawing randomly, not sure how to approach that yet!

steep topaz
#

Is there a way to easily use the rich text editor for roll messages without it breaking calculations?

stiff canopy
#

Actually, I am going to post it here, because I am not permitted to create a feature request in Gitlab. (Not sure why.) It would be great if there was a way to sort item containers. I am using item containers for spellbooks, but spells are always listed in the order in which they were added, with no option to change this.

formal goblet
stiff canopy
#

So it is. My mistake. Thanks.

polar shard
#

Hello
Is it possible to show the item icon or image in an item container?

timid glade
#

What is it that I need to do to get the user input to be recognized as a number or a dice roll? i.e. input = 2d6 for roll or 3 for a modifier. It seems to only see it as a string and I don't know what I'm doing wrong.

#

<p>Mod: ${varMod:= ?{Mod}}$</p>
<p>${[2d6+:ACV:+ :varMod:]}$</p>

I have tried it like this too; ${[2d6+:ACV:+ ?{Mod}]}$

uneven grove
#

Is there a way to reference the actor's name or id in a label? For instance ${id}$ would return OIp9IzCm4X66NbU5

formal goblet
uneven grove
#

You could put an image and add some conditionals to do a certain image based on category for instance

#

Dang, thanks Martin

formal goblet
oblique spear
#

I am having a problem where im trying to call on a stat that just will not be called... i have tried copy and pasteing it into a new box to test it and it just produces a blank, any Idea pls @ me

oblique spear
#

as it turns out all i had to do was delete it and remake it.... dumb but 🤷‍♂️

oblique spear
#

ok new question.... is there a point where the math just stops mathing? as i have this and it outputs blank? ${(Champion?14:equalText(Rank,'Beginner')?2:equalText(Rank,'Amatuer')?4:equalText(Rank,'Ace')?6:equalText(Rank,'Professional')?8:equalText(Rank,'Master')?14:0)-(Strength_Trained+Dexterity_Trained+Vitaity_Trained+Insight_Trained+Special_Trained)<=0?0:(Champion?14:equalText(Rank,'Beginner')?2:equalText(Rank,'Amatuer')?4:equalText(Rank,'Ace')?6:equalText(Rank,'Professional')?8:equalText(Rank,'Master')?14:0)-(Strength_Trained+Dexterity_Trained+Vitaity_Trained+Insight_Trained+Special_Trained)}$

timid glade
#

Now question becomes, is there a way to set a dropdown selection as the dice roll? Something like "Advantage" = 3d6dl1, "Disadvantage" = 3d6dh1, "Normal" = 2d6?

raw terrace
#

Hi all, have been playing around with CSB again and have come up with a simple system for TROIKA! - where would be the best place to post this if anyone is interested.

formal goblet
formal goblet
formal goblet
formal goblet
timid glade
steep topaz
#

Is there a way to do a for loop in roll messages? I'm trying to have the user input the # of dice they want to roll without the rolls adding up, can't find anything other than forEach on the math.js function summary

vagrant hollow
polar shard
#

Hello
Is it possible for an item modifier to call a value in the actor's sheet?
Example : an item which give the ability to add Strength to Intimidation Check.

formal goblet
polar shard
formal goblet
#

It´s basically the same

polar shard
#

Okay Thanks 😊

steep topaz
uneven grove
vagrant hollow
#

Ok, i understand. Thank you very much.

vagrant hollow
uneven grove
#

I'm not able to recreate what you're seeing. But if you are able to get a macro running, you can throw a dice roll in the macro. Would that be enough?

uneven grove
crisp nymph
#

I'm having a difficult time pulling the correct data from equipable items. If I have more than 1 item in an item container, and I have a column with the following expression: ${item.Description}$ Both items have the description from the first item. I would imagine each item would have its own description. Guidance on what I'm doing wrong?

#

Oh weird... so refreshing doesn't fix the issue, but if I go into Ability 2, change the description from what it was and save, then it changes in this window. Maybe a glitch? Seems refreshing both the item and the player sheet should keep this from happening?

crisp nymph
# formal goblet Not really, you can only modify them but not get them for calculations on the It...

Drat, not being able to pull the value from the character sheet is really hindering me. It'd be fine if we could add an input field to the item container rather than just a label. Any good work around for this? I'm trying to make it where a player can input how many points they want to spend toward an ability, but their maximum is based on their character level. Since I can't add an input field to container column, I tried to add it to the actual item, but that can't see the character's current level... :/

uneven grove
#

That's why I'm working on getting macros working in my character sheet. I've got a "Use Move" macro that will look at the character's items and the attributes of those items in order to track their moves. Macros don't have any trouble reading both an actor and it's items.
A more common work around is switching to a dynamic table though.

crisp nymph
#

Yeah, I’m using a dynamic table for one mechanic, but it wasn’t a good fit for this one. And I’m trying to keep things more streamline than using macros. I use that in another game but they always feel a bit janky for simple things.

#

I’m enjoying this tool though, over all. But I am having other issues too where one item uses a d4, another a d6, and another with no die just a mod. Getting the roll to do an if else on the item ends up not properly generating a roll, syntactically it appears…

vagrant hollow
# uneven grove I got it!! Make the roll message `/${!textField1}$` Where the value of textField...

Nope, dice roll and calling macro still don’t want to work inside the same roll message.
Seams that advanced macro is not kicking in as long as there is something else inside the chat message.
Maybe because I am still on standard CSB and not the dev branch?

Anyway, after rethinking of what I wont to achieve, this is okay.
The dice roll is to test if something may work. After the GM agrees, it works. Then the player can start the optical effect.
So, having the macro inside the alternative shift roll is for the playing mechanic absolutely fine.

mental mauve
#

Hello, I am using the Custom CSS module and I was wondering if there was a way of referencing the CSS code in Custom CSS through into CSB?

keen lance
#

I feel a complete & utter goober but I have a basic question. I'm doing up a character sheet so I can run Liminal. All is good except for two fields I want to calculate & display.
I have a field that is entered during character creation called Athletics_key and another drop downtable (Focus_key) in which a value of Tough has the key of (Tough_focus). If Tough is selected then the value of EnduBonus should be 4 and otherwise 0. I created a Panel for EnduBonus with the formula Focus_key == Determ_Focus ? 4 : 0

The formula for Endurance is 8 plus the value in the Athletics_key field plus the value of the EnduBonus (it will be either 0 or 4). Thus
${8+Athletics_key+EnduBonus}$

I can't get this value to display anywhere even if I put it into Label Box, a text box or whatever.

What the frik am I doing incorrectly, please?
tusen takk!

formal goblet
crisp nymph
#

Is there a clever trick to get the item count in a dynamic table by chance?

hardy smelt
#

Hi, so I think I missed something simple here. I am trying to reference a label key on the character sheet from a formula in a label on an Item added to the sheet. I get a blank label. When I reference a label key that exists on the item, from another label on the same item it works correctly. The same goes if both labels are on the sheet and an item is not involved. Code example: ${athletic}$

#

I have also tried: ${ref('athletic')}$

#

And: ${ref(athletic)}$

formal goblet
formal goblet
wheat osprey
#

Is there a way to associate as dice in a dice pool?
For example a melee weapon damage would be strength die + weapon die.

using ${ ref(dstr) + ref(weapon_damage) }$ hasn't seemed to work.
when using [ ] brackets, I got

Uncaught (in promise) Error: A Die term must have a numeric number of faces.
[Detected 1 package: system:custom-system-builder]

#

I've trieid originally with text box, then dropdown options

formal goblet
wheat osprey
#

What do the : : within the square brackets mean?

formal goblet
# wheat osprey What do the : : within the square brackets mean?

https://gitlab.com/custom-system-builder/custom-system-builder/#45-add-rolls

You can use rolls in your formulas. To do so, inside the formula markers, use brackets ([ and ]) to define your
rolls. In roll expressions, you can also use keys, but you must surround them with colons. Rolls are performed using
FoundryVTT Roll API.

For example, to roll for Shadowrun's Strength, you can define the following formula : ${[:STR:d6cs>=5]}$.

Roll operations can be defined inside the roll, or outside. In terms of pure result, ${[1d20 + 3]}$
and ${[1d20] + 3}$ are equivalent, but I would recommend using the latter.
wheat osprey
#

OK I MISSED THE COLONS PART

#

Thank you for the answer!
This system has been really helpful!

raw terrace
#

Is there a way to hide an element (such as a panel) unless an option is chosen from a drop-down (thinking about actions that are specific to a class)?

formal goblet
raw terrace
formal goblet
raw terrace
#

That looks just the ticket for what I had in mind

polar shard
#

Hello
I think I saw something about this question, but I can't find it...
Is it possible to sort the different item in an item container, without having to remove them all and give them again in the correct order?

crisp nymph
#

I was also trying to add dice images using the font feature, but it didn’t seem to recognize d4 dice, etc. just d20 and d6; the font website seems to show them though. Can I change that somehow?

formal goblet
#

d4 = dice-four

#

ok, dice-d4 is also included 😅

#

It seems to work for me, so it´s something on your side

full loom
#

Quick Question. If I have a variable defined (i.e. an attribute) called "Fighting" have can I roll a number of dice equal to the value of Fighting. eg Fighting = 4 so I want 4d6 ??

formal goblet
full loom
#

thanks, that works

crisp nymph
formal goblet
crisp nymph
thin leaf
#

Hello! Is there a way to use a key from an actor inside an item's attributes? Like for example, equipping the item adds my strength to my defense

thin leaf
#

So followup question: Is there a known workaround for this?

formal goblet
# thin leaf Actually, it seems like the answer is no

Why not?

As with any labels, you can use formulas in the Label text and Roll Messages. The keys used in the formulas will
reference the parent keys, but you can use the item keys by adding item. in front of the key. For example, if a
weapon's damage value is based on the character's STRMod and an internal damage value, you can display it in the
item container with the formula ${STRMod + item.damage}$.
thin leaf
#

Maybe the reason it doesn't work is because "resistance" is the result of an operation and not a flat number?

formal goblet
#

Wait, are we talking about Item Containers or Items?

thin leaf
#

it's an item inside of an item container

#

I want that formula in the item modifiers, if that makes sense

formal goblet
#

Item Modifiers are modifying values of the Actor by using values of the Item.

Items & Item Modifiers cannot read values of an attached Actor.

Labels in Item Containers have access to both Item values and Actor values.

thin leaf
#

Yeah, it's that second line the one I have a problem with

#

I need one of the item modifiers to add an actor value to another actor value

formal goblet
#

Not doable with this system. Maybe a macro could help you there (scroll a bit up in the chat)

thin leaf
#

Damm. Welp, time to find a workaround

thin leaf
#

Oh

#

That would solve literally all my problems

#

When is this version coming out? xD

formal goblet
#

Linked is sitting on his last feature ticket and made good progress. So I guess it should be soon. But can´t say a specific date

thin leaf
#

Hopefully it will be out by the time I finish the system

thin leaf
# thin leaf Hello! Is there a way to use a key from an actor inside an item's attributes? Li...

Clunky workaround in case someone else needs to do something similar.
The objective is to add a value of "resistance" to a value of "stamina" which by default and without the item on should be 0.
I made a new hidden attribute ("ResStaminaON") with a default value of 0, and I swapped the default value of "stamina" from 0 to ${resistance * ResStaminaON}$. Since it's multiplying by 0, the result is 0.
Now I made it so the item modifier simply adds 1 to "ResStaminaON", essentially enabling stamina to scale with resistance.

I'm sure there is a better way, but this works for now.

crisp nymph
formal goblet
crisp nymph
#

Like a hidden attribute?

formal goblet
#

Nah, a bit different

crisp nymph
#

Oh, I see, it's not in the master, it's in the individual items

formal goblet
#

Yep

crisp nymph
#

So the key belongs to a Label not a number field (I find the labels update nicer than the number fields)

formal goblet
crisp nymph
#

Ah! Now we're in business

#

related, can I have it modify the actor hidden attribute instead?

formal goblet
#

Should be possible

crisp nymph
#

Nice, this is working well, thank you!

crisp nymph
#

I'm also having difficulty checking if text fields are null. ${TextField == "" ? 0 : 1}$ doesn't seem to be working. Am I doing this wrong as well?

#

Wait... Took @formal goblet 's earlier suggestion and combined it. I believe ${count(TextField) == 0 ? 0 : 1}$ seems to do the trick!

formal goblet
crisp nymph
formal goblet
#

I don't even know if js has a primitive of type char. But it is true in Java and C 😅

narrow ginkgo
#

would anyone happen to know if it's possible/how one could display an item's icon in an item container?

oblique spear
#

Hi guys,

I want to roll dice with a bonus.

If I were using Dnd5e's bonus, it would be easy:
${floor((player_strength_value - 10) / 2)}$

I want to use D&D Basic's progression of modifiers instead.

3 = -3
4-5 = -2
6-8 = -1
9-12 = 0
13-15 = +1
16-17 = +2
18 = +3

I don't know how to make this into a formula like above.

formal goblet
narrow ginkgo
#

Thanks for the reply!

formal goblet
somber bay
#

hmmm for some reason all my sheets are blank now and do not seem to be using my templates

somber bay
#

if I delete and reinstall custom system builder it is fixed until I reload it again

somber bay
#

Ok I think a module is breaking it which makes it no longer CSB's fault 😅

velvet heron
#

Hey y'all, I have a question. I'm trying to build out a sheet with a dropdown list for race and class. I want to have a text box appear and populate with abilities based on the chosen selection in the dropdown, but having trouble finding a solution. Is this possible?

crisp nymph
# velvet heron Hey y'all, I have a question. I'm trying to build out a sheet with a dropdown li...

From what I learned yesterday, a good workflow might be to create Hidden Attributes on the character sheet. In the formula, check if dropdown == value. For instance:raceConBonus: ${constitution + (raceDropdown == "Dwarf" ? 2 : (raceDropdown == "Elf ? -1 : (raceDropdown == "Human" ? 0 : 0)))}$ The final zero being the fallback number if nothing matches. (This assumes the key for Dwarf also is dwarf. But if you're using integers, just check for int equality instead.

crisp nymph
velvet heron
crisp nymph
#

Is there a way to click on a label and make another value deduct? Like click on "cast spell" and then deduct 1 from a hidden attribute?

oblique spear
#

Having this channel as a thread is really inconvenient for searching for answers

#

I’m wondering how to make an inventory?

crisp nymph
formal goblet
crisp nymph
crisp nymph
#

Hm, might not work on my v9 version, haha

#

@formal goblet Also, I added an item container to an item (Item is bow, Item Container on bow is Quiver). I tried adding arrows to the quiver container, but it doesn't seem to work. Is that a bug or can items not contain containers?

formal goblet
#

I think you can actually add Containers but the problem is that an Item cannot be attached to another Item 😅

crisp nymph
formal goblet
#

Well... a subtemplate is also a kind of Item?? uhhh... Dunno

crisp nymph
#

Tried, answer is no. Maybe I can make the Bow a subtemplate instead of an item... lol

oblique spear
#

What do I need to know to start making macros for rolling stats?

mental mauve
formal goblet
crisp nymph
#

Is there a way for conditional rolls? If the player rolls x, make another separate roll (without adding). If player does not roll x, do not roll a separate roll?

#

I'm trying to make it so if player rolls evens on a 1d8, they will also roll a separate 1d4, but not if 1d8==odds, basically

formal goblet
#

Something like:

${roll:= [1d8]}$
${mod(roll, 2) == 0 ? [1d4] : 0 }$
crisp nymph
#

I've got dice so nice running, so no matter what, it shows the d8 and d4 rolling. :/

formal goblet
#

Uhm, too messy... You have 3 options there:

The current approach where roll can be 0 (or any other default value with the roll icon and the white box)

An approach with using ! which will only show a normal text instead of roll icon and the white box

An approach with using # where you hide the roll result and assign it to a temporary variable, which can be used elsewhere in the formula

#

I think it will always roll the dice

crisp nymph
#

Yeah, finding the same with all the permutations. Fair enough. I've hacked it together where a second rolling option appears on the char sheet only if they qualify to be able to roll twice, regardless of the outcomes of each

oblique spear
violet latch
formal goblet
crisp nymph
violet latch
#

In my situation I have actors that can have innate abilities... and I was also trying to allow their possessions to also have the same type of abilities be applied to them. I guess I'll have to do it this way though.

crisp nymph
#

You could have a hidden attribute on the actor that is modified by an Ability field/dropdown, etc. Then apply that value to the rolls made using the items?

violet latch
#

Okay thanks y'all.

oblique spear
#

How do I shrink the width of these text/number boxes?

#

or even just align the number to the center so the minus button isn't on top of it

violet latch
oblique spear
#

I managed to center it but I want to shrink it

violet latch
#

I think there is a "Size" field for the Number Field component type.

#

Change it from Auto to Small or Smaller, etc.

oblique spear
violet latch
#

And now for something completely different... Can I make it so that objects dragged into rich text show up as like a link? I've seen this done in some systems

oblique spear
#

I want to make a slot-based encumbrance system

crisp nymph
# oblique spear What am I doing wrong?

Ah, I just did something similar the other day. On the char sheet, make a hidden attribute for encumbrance. On each item, on the item modifiers, add the encumbrance key and add x to the value. You can then reference the limit in a label.

oblique spear
#

I want to make the strength score be the maximum amount of slots allowed

crisp nymph
#

Okay, so hidden attribute "encumbrance" (key) with formula: ${STR}$ (assuming that's the key of the attribute) then the item modifier can reference the encumbrance key with value formula ${-1}$ for example. On a label on the char sheet, for the text you can write ${encumbrance}$

#

Oh sorry. I think I misread and got it backwards 🤦🏻‍♂️

oblique spear
#

Yes, and I'm still confused

#

How do I assign the encumbrance value to an individual item first?

crisp nymph
#

In the individual item's Item Modifier option

oblique spear
#

So Key = ${:encumbrance:}$ ?

crisp nymph
#

In there you can just write encumbrance assuming that is the name of the hidden attribute

#

Op.: - and the Formula: 1 assuming the item takes one slot

oblique spear
#

So can I reference the Number field in the sheet?

#

Otherwise I'd have to change the hidden attribute within that menu for each

crisp nymph
#

On the char sheet, in the encumbrance formula you can reference the Number field, yeah

oblique spear
#

Wait, the item templates don't even have item modifiers!

#

So I'd have to make it for each one!

crisp nymph
#

For each one, what?

oblique spear
#

the template doesn't even have the modifier menu

crisp nymph
#

Yes, each item will need to have its encumbrance value set in the item modifier unfortunately. It'd be nice to set some kind of override or default in the template, but that's not an option :/

#

An alternative (I don't think you can do this with items), is just referencing the count of objects in a dynamic table. That's something I was playing with the other day as well

oblique spear
#

What about using the Hidden Attributes in the template for the item?

crisp nymph
#

Ah, perhaps so!

oblique spear
#

That way you can edit the slots field on the left?

crisp nymph
#

Now I'm getting confused on what I've done on my sheet, lol. I gotta look before I say anything else...

oblique spear
#

It still won't show up!!! 💀

crisp nymph
#

:/ I may not have enough context to be very helpful. I'm worried we might be talking about different things

oblique spear
#

I tried this in the Label text tab
${ref('slots')}$
and this
${slots}$

oblique spear
#

I don't know how to get any value to show up there

crisp nymph
#

ok, so that is an item container, right? Where the column lives

oblique spear
#

Yes

crisp nymph
#

cool. So if inside the item there is a key called "slots", you can try to reference ${item.slots}$

#

this took me forever to get right, myself. I kept trying ref() and sameRow(), but items.keyname worked for me

oblique spear
#

Still nothing. That slots is the name of the hidden attribute.

#

Okay WAIT

#

I got something to show up

#

That did the trick. I simplified what I want using and I'll post here.

#

In the template:

#

And ${slots}$ is working in the Label text

#

I've been referencing with ref() and ${:<value>:}$ lol

crisp nymph
#

yeah, it takes some getting used to. Got it working tho?

oblique spear
#

Yes, now I need to find out how to add all of the item slot values up.

#

Is that possible?

#

It took away my slot number again after I tried sum(slots_using) (the column name) 💀

keen lance
#

I've read through the manual & all of this string, but the solutions offered don't seem to address two of my problems. I have everything else done on my Liminal Project and am trying to apply finishing touches.

  1. I can't seem to link my Character sheet field to look-up an item field, what ever solution I attempt. I either end up with a complete blank or just ${MainLocale}$
  2. I can get dice to roll and hear a sound. However I can get nothing to display.
oblique spear
#

What's the formula to add a + before a number but a - if it's negative?

#

${ref('dexterity_score')}$ (+${[:dexterity_modifier:]}$)

#

That's what I have now

oblique spear
oblique spear
shut harness
#

The reference key part isn’t really code

vagrant hollow
formal goblet
shut harness
#

Is there a way I can move things into tabbed panels without deleting stuff?

formal goblet
shut harness
#

k thanks

keen lance
#

I have almost completed my project for a Liminal module for use in my game but have run into two simple rubs that I can't resolve despite reading the documentation & scrolling through this entire chat & trying various solutions. I'm hoping the ever helpful @formal goblet , @brittle moth or someone might resolve these for me, please.

  1. I can roll the dice but nothing shows up on screen (I get the dice roll sound though) and it yields this message

  2. I seem to be unable to pull up a value from the items despite having created the sheet and and data items. I've tried via Hidden Attribute, Item Container, and direct using various suggestions I found in my scrolling of this chat

I don't know if it's the Cancer drugs muddling my thinking or what but it seems like this should be simple but I'm getting no where.
thank you

formal goblet
# keen lance I have almost completed my project for a Liminal module for use in my game but ...

I see multiple things here:

  • Your roll cannot work because the system doesn´t recognise it as a formula because you forgot to use ${}$. Your roll formula should look like this:
${#roll:= [2d6]}$
${roll + Athletics_key}$

or

${[2d6] + Athletics_key}$

or

${[2d6 + :Athletics_key:]}$
  • You also don´t have to use : as long as a variable is not inside []
  • The Item reference column label doesn´t accept formulas. It is the name of the first column of the Item Container (so just leave it as Name as long as you don´t have another name for this column)
  • An Item Container cannot be referenced by other Components (different to a Dynamic Table), so 2ndTest cannot work
  • Item Modifiers can only set/modify values of the Actor, they cannot read them. So Item Modifiers can only use Item values for calculations
  • If you want to use Item Data in your Actor Sheet, you can only do this via Item Modifiers or inside an Item Container (by using the item.ItemKey-Syntax)
keen lance
# formal goblet I see multiple things here: - Your roll cannot work because the system doesn´t r...

Thank you. That correction did work for the Roll. Much appreciated.
I don't quite follow the 2nd explanation though. Do you mean that if I want to reference something from data under the Items tab I must use an Item Container object from the Actor tab? Thus my Field Key is correct? But the Label I added is incorrect? If I understand you my original attempt was correct but it yielded a blank
My apologies for being dense.

formal goblet
#

This will not work because it is outside of an Item Container (item.ItemKey is not possible there)

keen lance
#

I had already changed that
and still no go

formal goblet
#

Can you show the Item Template?

keen lance
formal goblet
#

Press F12 and see if you get any errors

keen lance
#

That was surprising

formal goblet
#

Uhm, that´s the wrong tab 😅 . Switch to 'Console'

keen lance
#

oops

formal goblet
#

You can ignore all white stuff. Only yellow and red are relevant. You can filter this list by configuring the log list. Just click on 'Default levels' and tick only warning and error.

#

But I can already tell that this looks pretty good so far

keen lance
#

Thanks

violet latch
#

So if I implement a bunch of sheets and macros to run a specific game using CSB, what's the best way to share it? Put everything in compendiums and export jsons to submit to the git repo?

formal goblet
#

Go to the settings-tab and you´ll find an export button there

velvet heron
#

I'm pretty new to Foundry, and I don't know how to code stuff, but I'm trying, and today's win was figuring out how to display the key value from a text field in another label (Maximum slots).

My question now is, is it possible to have it calculate a sum based on whether a column from a dynamic table is checkmarked or not? In this example, the Used slots should return 1. I'm assuming this is a problem a little more complex than I'm thinking.

formal goblet
formal goblet
#

Ok, it´s just true and not 'true'

velvet heron
velvet heron
violet latch
#

So this game "Donjon" has an initiative system where you basically roll Xd20, where X is your level plus wisdom (they call it "discernment"). You don't add anything to the d20, and you don't add the X d20s to each other. Each individual d20 is a point in the initiative countdown that the character gets to take an action.... so the more initiative dice you have, the more actions you take in a round. I just finished making a macro that adds a character to the combat tracker X times, based on their stats. I love Foundry so very much.

#

All other checks are also based on rolling ungodly numbers of d20s and comparing them to the opposed d20s. I'm still working on that macro! lol

violet latch
velvet heron
#

This is probably a dumb question, but does CSB not come with the health and power attributes built into actor tokens by default, the way Simple Worldbuilding does?

And if not, how do I make them?

formal goblet
formal goblet
bright cape
#

Hi all! I was told that this is the best channel to ask a question about making a character sheet for a currently unsupported system. A caveat, I don't own Foundry yet, but I'm considering investing in it if it can help me with the game I'm trying to play.

So, the system I need a sheet for is Champions Now. The automation I’m seeking is absolutely minimal. I’m wondering about the effort (and skills) involved to make this happen in Foundry.

I’d only need the ability to:

  1. Roll 3d6 for ability checks and attack rolls and
  2. The ability to roll X number of d6 as effect dice.

The 3d6 roll only needs to give the total number rolled on the dice, so that’s already supported.

The effect dice need to give two values:

  1. The total amount rolled (no big deal there) and
  2. The “Core” rolled, where each result of 1 = 0, each result of 2 – 5 = 1, and each result of 6 = 2. (So rolling 4d6 and getting a 1, 3, 6, and 6 would yield 5 Core.)

Aside from that, everything else about the sheet is just a matter of laying out sections and text in a way that basically conforms to the attached sheet (without the need to conform to the two-column format).

So, can this be done in Foundry, and what would it take to do it?

velvet heron
vagrant hollow
#

You have to set a number field for the max Hitpoints.
Then make a second number field for the actual Hitpoints and in maximum value set ${key-of-your-max-hitpoit-number-field}$
Then you get a attribute bar.

That is one way to do it, but there are more possibilities.

velvet heron
vagrant hollow
#

You can change minimum role to see to GM.

velvet heron
#

I'm adding a GM-only-visible tab that contains current value number fields, gonna see if this works.

#

Looks like it works! Thanks so much for the help @vagrant hollow , all you guys are the best. 😄

polar shard
#

Hello
Not sure if it is about the system or not but here my questions :
Is it possible to transfer an item attached to an actor sheet ot another actor?
And is it possible to display the image of an item attached to an actor sheet, like it is possible with the item non-attached, by right-clicking it?

vagrant hollow
#

Sadly nope to both.

shut harness
polar shard
#

Okay ! And is it because of the system, or because of Foundry ?

shut harness
#

foundry

#

I believe

polar shard
#

Okay I see ! Thanks to both of you !

shut harness
#

NP

shut harness
#

What did I do wrong here?
${DropDown == Passive ? 2 : DropDown == Controlling ? -2 : 0}$

vagrant hollow
formal goblet
#

Use equalText() for string comparison

#

I should really check if operator overloading is doable in JS... overloading == for strings would be a blessing.

shut harness
#

when I tried that, it only outputed the value 2

violet latch
#

I have a player setup. I have an NPC actor created. I have set the permissions on the actor so that the forementioned player has "Observer" permission. So the player sees the NPC actor in the actors list, but can't open the sheet. BUT.... on the sheet there are components that are set to "Observer" or lower minimums... Is this as expected, or is something being weird on my end here?

#

(I was trying to make it so that players can see some content on the NPC sheets)

shut harness
shut harness
formal goblet
shut harness
#

It works! Thank you very much :)

violet latch
manic junco
# bright cape Hi all! I was told that this is the best channel to ask a question about making ...

I've used Custom System builder to do Champions (4th edition), which is very similar to Champions now. Setting up a sheet with the 3d6 rolls is straightforward, and setting up powers to roll Xd6 is also quite doable. I even have it modify the number of dice rolled for strength or other attributes as needed. Two things were a bit of a headache: rolls only have one output (I had to write a macro to get stun and body results from a single roll, for example), and the turn tracker is a single list, rather than the different phases for different speeds (I'll tell you how I got around that if you need it). In short, Foundry and CSB work pretty well for Champions.

velvet heron
#

Does Token Action HUD work with CSB?

bright cape
velvet heron
manic junco
#

Sure...I think I can also share the character sheet if you're interested. Let me look into that.

bright cape
vagrant hollow
# velvet heron Does Token Action HUD work with CSB?

As you can see in the supported systems list of Token Action HUD it does not support CSB (cause everyone set in the template her/his own variable keys), but it can be done.
You can make your own setup for Token Action HUD.
You have to look in the descriptions of Token Action HUD.

potent fossil
#

Hello guys, I need some help. This is the formula I use in order to compute the damage of my weapon

${#dmg_roll:= [:item.dice:]}$

${floor(dmg_roll + (ref(item.statmod) / item.moddiv) + MOD2)}$

Usually, it works jsut fine. But, when I try to put a modifier that is a dice ( for example 1d10) it turns back an error. Note that when the modifier is null or equal to any given number, the formula works.

This is the console message error :

Formula.js:680 Error: Cannot convert "1d4" to a number
    at convert (math.js:12242:57)
    at Array.t (math.js:6552:67)
    at Function.r (math.js:6691:72)
    at Function.addScalar (math.js:6739:53)
    at Function.oe (math.js:6724:82)
    at add (math.js:6740:54)
    at math.js:25781:48
    at math.js:26516:66
    at Object.evaluate (math.js:24162:45)
    at r.evaluate (math.js:24139:55)
computeStatic @ Formula.js:680
commons

How should I write it for the mod to be able to be replaced by an actual roll dice

formal goblet
violet latch
#

weird question. Is there a way to specifically hide initiative rolls in fvtt or csb?

potent fossil
# formal goblet The same way like your `dmg_roll`, where the result of the roll gets stored in a...

This the new roll formulas I have, they are usually displayed in a table (see below). The console is returning me some kind of syntax error, which is very frustrating cause it seems like I'm too blind to see it 😦

${?{MOD1}}$

${#att_roll:= [1d10]}$

${#att_mod:= [:MOD1:]}$

${att_roll + att_mod + ref(item.stat)}$
${?{MOD2}}$

${#dmg_roll:= [:item.dice:]}$

${#dmg_mod:= [:MOD2:]}$

${floor(dmg_roll + dmg_mod + (ref(item.statmod) / item.moddiv)}
#

=====================

<table style="width: 99.8878%; height: 100px; margin-left: auto; margin-right: auto;" border="1"><colgroup><col style="width: 35.7746%;"><col style="width: 64.2254%;"></colgroup>
<tbody>
<tr style="height: 30.8px;">
<td style="height: 30.8px;" colspan="2">
<h2 style="text-align: center;">${item.name}$</h2>
</td>
</tr>
<tr>
<td>Attaque + ${?{MOD1}}$</td>
<td>
<p>${#att_roll:= [1d10]}$</p>
<p>${#att<span class="hljs-attr">_mod</span>:= [:MOD1:]}$</p>
<p>${att_roll + att<span class="hljs-attr">_mod</span> + ref(item.stat)}$</p>
</td>
</tr>
<tr style="height: 33.6px;">
<td style="height: 33.6px;">Degats + ${?{MOD2}}$</td>
<td style="height: 33.6px;">
<p>${#dmg_roll:= [:item.dice:]}$</p>
<p>${#<span class="hljs-attr">dmg_mod</span>:= [:MOD2:]}$</p>
<p>${floor(dmg_roll + <span class="hljs-attr">dmg_mod</span> + (ref(item.statmod) / item.moddiv)}$</p>
</td>
</tr>
</tbody>
</table>
formal goblet
vagrant hollow
potent fossil
formal goblet
violet latch
#

I'm just trying to hide the initiative rolls in the Chat Messages panel...

potent fossil
formal goblet
potent fossil
#

roll :

${?{MOD1|0}}$
${#att_roll:= [1d10]}$
${#att_mod:= [:MOD1:]}$
${att_roll + att_mod + ref(item.stat)}$

${?{MOD2|0}}$
${#dmg_roll:= [:item.dice:]}$
${#dmg_mod:= [:MOD2:]}$
${floor(dmg_roll + dmg_mod + (ref(item.statmod) / item.moddiv)}$

console :

Formula.js:680 SyntaxError: Parenthesis ) expected (char 61)
    at pe (math.js:27324:37)
    at se (math.js:27289:64)
    at math.js:27143:64
    at math.js:27260:49
    at math.js:27261:45
    at math.js:27266:41
    at oe (math.js:27274:37)
    at ae (math.js:27100:33)
    at ie (math.js:27085:42)
    at ne (math.js:27074:41)
potent fossil
formal goblet
potent fossil
#

dammit, you're right

#

thx

spare sky
#

Hello to the round!

I'm a complete newbie when it comes to CSB and I'm hoping someone here can help me out:

How do I integrate field values into dice rolls?

The key is item.key_item_weapon_damage_cube .

It is read and displayed in chat (${item.key_item_weapon_damage_cube}$) - unfortunately I can't manage to pack this
variable inside a dice roll.

In the field is "1d10".

Tried it out like this:

${'['}$.${item.key_item_weapon_damage_cube}$.${']'}$

which unfortunately does not work. 😦

Where is my error?

Thank you very much for your help!

Marc

raw terrace
#

In the label chat message put the following: ${[:item.key_item_weapon_damage_cube:]}$ this should make the label clickable and roll 1d10

#

If this is the effect you are after.

spare sky
#

Perfect!

#

👍

spare sky
#

I still have one question: 😉

Is there a way to access character values from item values?

Background:
For example, I have a weapon with a damage value of 1d10. I want to assign this weapon to a character as an item. But the damage value should be adjusted dynamically depending on the strength of the character, e.g. "item.damage" + "char.str.".

formal goblet
spare sky
#

Ok... I had not found a solution for this until now either... Thanks anyway!

shut harness
#

Is the any way I can convert string values to dice rolls? I have strings listed like 2d6 and 1d10 but it does not let me roll them.

formal goblet
shut harness
#

So is this is scripting?

formal goblet
#

No, this is a normal Label Roll Message (can be defined in every Label). Things like <table> or <tr> are just HTML-Tags (only some visual formatting). This example works perfectly fine without them

shut harness
#

So if my dice string key is called DamageDie, I would copy and paste that, but replace 1d10 with DamageDie?

formal goblet
shut harness
#

Alright TY :)

midnight flint
#

Hello! I'm a little burnt out and need some help with how to display a roll result. I just want to roll 1d20 and display the die result to chat with success/failure result displayed next to it. The scale I'm working with is 1 = critical failure, 2-5 = failure, 6-7 = penalty success, 8-14 = success, 15-19 = impressive success and 20 = critical success.

At the moment I'm just using ${roll:=[1d20]}$ for rolls.

raw terrace
#

Try this:


${roll == 1 ? "Critical Failure" : roll <= 5 ? "Failure" : roll <= 7 ? "Penalty Success" : roll <= 14 ? "Success" : roll <= 19 ? "Impressive Success" : "Critical Success"  }$```
#

There might be a better way to do it, but this seems to work for me.

#

Obviously you can wrap this in html to display is better.

midnight flint
#

That's perfect! Thank you so much 😄

potent fossil
#

Hey guys, sorry, me again

${?{MOD|0}}$
${#skill_roll:= [1d10x10]}$ ${skill_roll}$
${#skill_mod:= [:MOD:]}$ ${[skill_roll + skill_mod + :cor:]}$

I'm using this formula for one of my roles, but it does not work. weird thing about it is that I use pretty similar things elsewhere and it's not a problem. but when I tried to use it for my skill rolls it gives me string errors :

console 
Uncaught (in promise) Error: Unresolved StringTerm skill_roll requested for evaluation
    at StringTerm.evaluate (foundry.js:11730:11)
    at Roll._evaluate (foundry.js:9292:42)
    at Roll.evaluate (foundry.js:9256:25)
    at Formula.evaluateRoll (Formula.js:755:24)
    at async Formula.compute (Formula.js:269:30)
    at async ComputablePhrase.compute (ComputablePhrase.js:127:13)
    at async HTMLAnchorElement.<anonymous> (Label.js:239:21)
raw terrace
#

Try using * instead of x for multiplication? 1d10*10 - I think

#

And you might need colons wrapping the skill_roll and skill_mod in the last formula as they need to be rolled?

${#skill_roll:= [1d10*10]}$ ${skill_roll}$
${#skill_mod:= [:MOD:]}$ ${[:skill_roll: + :skill_mod: + :cor:]}$```
#

What is cor?

#

If the last formula is just adding up the totals to display a number, you don't need the brackets or colons:
${skill_roll + skill_mod + cor}$

#

If cor is a value that needs to be rolled, just wrap that in the brackets and colon

#

${skill_roll + skill_mod + [:cor:]}$

#

I think that should work

fathom sable
#

Morning everyone. I'm just getting started with Custom System Builder. I hope this is the right place to come for expert opinions and best practices.

formal goblet
potent fossil
potent fossil
polar shard
#

Hello
Is there a way to link iniitative between actors, for instance for companions or familiar?

potent fossil
#

I wrote it this way, now it shows up in the chat with an error (where it didn't even show before)

${?{MOD|0}}$ ${#skill_roll:= [1d10x10]}$ ${skill_roll}$ ${#skill_mod:= [:MOD:]}$ ${#skill_val:= [:cor:]}$ ${skill_roll + skill_mod + :skill_val}$

here cor is a hidden variable for one of my skills

console
Formula.js:680 SyntaxError: Value expected (char 26) (at math.js:27324:37)
    at pe (math.js:27324:37)
    at math.js:27252:85
    at math.js:27253:77
    at math.js:27254:73
    at math.js:27255:69
    at math.js:27256:65
    at math.js:27257:61
    at math.js:27258:57
    at math.js:27259:53
    at math.js:27260:49
formal goblet
raw terrace
potent fossil
#

I kept reading the formula again and again, and it never appeared to me

mental mauve
#

Ahoy ahoy.

Would there be any way to have a fully customisable sheet including icon and title placement?

If that is already possible, would someone be cool and run me through it.

formal goblet
# mental mauve Ahoy ahoy. Would there be any way to have a fully customisable sheet including ...

Both doable with Labels. For a title, just select: Label style: Title. If you want to add an icon, you have to pick a valid Font-Awesome icon-name (like dice-d20) and enter it in Label icon https://fontawesome.com/icons

mental mauve
#

Sorry. Just noticed I didt make it very clear. I'm talking about the title and icon for the sheet as a whole. The ones that are placed automatically upon creation. Would I be able to move/customise those?

formal goblet
#

Uhhh, I´d say CSS might help you there

mental mauve
#

No worries. I have been dipping my toe into CSS so now I will need to dip my foot in 🙂

#

Oh, one more thing. Is there a way to limit the width of the window for a sheet?

formal goblet
#

Click on Configure sheet display and you´ll find a button to prevent resizing (yes, it´s not a max-limit, but it´s something)

mental mauve
#

I will use that for now cheers. It would be nice to be able to have min-max sizes for the window.

formal goblet
#

Well, CSS it is 😂

mental mauve
#

Haha, love it! I will see what I can figure out. Thanks for all the help, the system is amazing

#

My group loved what I was able to put together for them

velvet heron
#

Hi, is it possible to arrange dice roll results in ascending/descending order?

velvet heron
# formal goblet Not that I´d know

Sorry if I'm asking too many questions, but I'm trying to make a roll button that references a rich text field to paste the text to chat when pressed. This or any variety I've tried so far doesn't seem to be working.

formal goblet
velvet heron
#

Huh. I could've sworn when I tried that the first time about ten minutes ago, it wasn't pasting anything. Regardless, it worked this time. Must've been a typo. Thanks again, mate.

velvet heron
formal goblet
velvet heron
formal goblet
velvet heron
#

Oh, okay. Will try later. 👍

formal goblet
velvet heron
#

Nice to know it'll be fixed in the next release.

formal goblet
#

It seems to already be fixed but not released yet

spare sky
#

Me again... 😉

Is there a way to show the images of the items in the item container as well and not only the name of the item?

Thanks a lot!

spare sky
#

Very sad...

Thank you Martin!

velvet heron
polar shard
#

Hello
I am not sure if the Diagonal movement configuration is working... I have set the Alternating one (pathfinder style) but it is always equidistant one... I tried Euclidian, same thing...

shut harness
#

Do & gates exist?

formal goblet
# shut harness Do & gates exist?

Uhh, yeah... although, they're not 'gates'. Gates are something commonly used in digital electronics and not in normal programming languages 🤣

shut harness
#

I've to them as logic gates, anyway how do you use them?

formal goblet
full loom
#

Hi. I have an item in an item container which references a skill to use it. The skill is a seperate equipable item. I want to call a field from the skill into the item container.
I.e. Weapon "gun" used the skill "handgun". The Skill "handgun" has a number field "assigned_points" containing the value 4. I want to pull the value in "assigned_points" into the item container to use in calculations against the weapons "gun" .
I've tried ${imported:=handgun.assigned_points}$ to get the value into a calcuation, but no joy.
Any tips please ?

formal goblet
full loom
formal goblet
#

It should be more like item.assigned_value

#

You shouldn't replace item. 😅

full loom
# formal goblet It should be more like `item.assigned_value`

Got you. I understand, the item though is the weapons "gun" as this is the item in the container. The skill I'm calling is item.relevant_skill. This returns "firearms" and its from the skill "firearms" (a seperate equipable item) I want to call the assigned_value from.

formal goblet
#

Uh, show me a screenshot, it'll help to understand your problem

full loom
#

The top item container shows the skills and their fields, the second is the one where I want to put a value from the skill

formal goblet
#

Ok, I see. The problem is that interaction between multiple Item Containers is pretty limited, because you don't have access on Item Keys outside of the own Item Container.

full loom
#

Ah! That is what I'm trying to to do, as I was hoping to access the field from the skill directly

formal goblet
#

The sad thing is that Item Containers cannot be referenced like Dynamic Tables. The only way would be to use Item Modifiers, but that would be a rather 'dirty' approach

full loom
#

ok. But the Skills are in the datafile, so outside of the container, if I wanted to call the value from the field "assigned_value" fromteh skill, what is the syntax (i.e. if it was in a chat macro?

formal goblet
# full loom ok. But the Skills are in the datafile, so outside of the container, if I wante...

If you want to use macros, I´d first look at which data path the items lie (with game.actors.name() in the console or something else) and see if I could retrieve the values from the actor. There is a small section for macros in the README, but you´ll have to do the most part on your own for your specific needs: https://gitlab.com/custom-system-builder/custom-system-builder/#72-macro-api

full loom
#

Thanks. Not afraid of macros, just didn't want the hassle. But, heh ho, here I go

thin leaf
#

hello everyone. I have an item container that looks like the image. Is there a way to create a lable with a formula that returns the "wield" value of the first item specifically?

#

For what I am investigating, item containers cannot be easily referenced like you would a dynamic table, so my followup question in case this isn't possible is if I can make any kind of dynamic table that holds items in a convenient way, aka, not having to fill up 8 weapon stats manually

formal goblet
thin leaf
#

well what I want is the item container to hold all of the weapons the player can use

#

but to only take into account the numbers of the first two of the list

#

but then again, you cannot reorder items within an item container

#

so I'm thinking the best way to do this is to add a checkbox of "equipped" within the item so that the item only applies the modifier if said checkbox is on

formal goblet
#

My approach would be to create a checkbox with the key equipped

#

That's exactly what I thought

thin leaf
#

Then that's what I will do

#

btw Martin you're always here and you know this system like you made it, thank you for all the help you give everyone

formal goblet
#

You're welcome. Well, I'm using this system heavely for our homebrew rule set, so I kinda have some exp with it. And I'm also a co-author (atleast what the system description in Foundry says 😅)

thin leaf
#

Oh, I didn't see that. Well, that explains it.
Still, many thanks

velvet heron
#

Can someone point me to where I need to look to get items drag&dropped onto sheets to roll from?

velvet heron
#

Funnily enough, I was wondering earlier today how to use item containers. Heh

cunning meteor
#

@brittle moth Two quick questions.

  1. What is the formula to update a separate field value with a label click? For example, I'm looking for a lablel's "Roll Message" formula to reduce a separate number field by 50 (with a component key of lets say "gp" and a current value of "100")?
  2. I created a Roll Table entitled "swap" that works fine when I click it directly, but when I put the formula "${[#<swap>]}$ " into a label's Roll Message it just shows "[#]" in the chat window. What am I doing wrong?
    Muchas Gracias Amigo
#

@brittle moth BTW Of course I'm using the amazing Custom System Builder Module

formal goblet
velvet heron
#

For the dynamic table inv_table... is it not possible for new container items to be separate lines that can accept separate items in them?

velvet heron
#

Relatedly, what are the CSB best practices for dealing with items, sheets, and rolling directly from them?

thin leaf
#

I am currently trying to make it so equipping an item sets a hidden value as a literal text so I can use it as part of a formula on another calculation.
wProficiency here is set inside the item as "toughness", which is the key for a number within the actor, but it returns NaN.

#

in fact, when properly equipping the item, I can set up a label that shows its value turns from "0" to "toughness", but I can't use this word as part of another formula it seems

#

Ok, pretty niche, but if anyone has the same problem as me, you can use ref(value set to the word) to retrieve the actual value and use it for math, which seems to work without an issue.

storm matrix
#

Hey I am pretty new to foundry, and had a question about Custom system builder. How can we display the attributes on the character sheets?

somber bay
#

my health is set to props.HP any clue how I could have it set to attributes.HP?

bright cape
#

Hello, all. I'm not sure if this is the place to post this. Feel free to direct me somewhere else if it isn't. Am I right in assuming that CSB doesn't allow you to create a dynamic table with working Rich Text Areas? I can create the table with the Rich Text Areas, but I don't seem to be able to save content into those fields when working on a character sheet. (However, I am able to save content when working with Rich Text Areas embedded into a regular (non-dynamic) table. Is there a trick that I'm missing, or is that just the way it is?

storm matrix
#

Rich text areas work on my dynamic tables. Did you click the save button at the top of the writing prompt?

cloud summit
#

Hi. What is the name of the DIY system which I can just use for a bespoke system and mechanic.

bright cape
formal goblet
formal goblet
formal goblet
bright cape
velvet heron
formal goblet
velvet heron
#

Thanks.

bright cape
# bright cape Ah! Thank you! The top button works for the regular tables. I didn't even notice...

The save button at the bottom worked, so I'm golden on that. One last question about dynamic tables: is there a way to have them generate a 1 row / two column table when player's add a row? In Champions Powers cost Endurance. I'd love to have each row look like this:

POWER [Rich Text Field] END [small text box]

I was going to do this by placing a 1 row/two column table in the dynamic table, but I guess I can't do that. Is there another way to accomplish this design?

formal goblet
bright cape
formal goblet
bright cape
bright cape
formal goblet
#

CSS is pretty easy to learn, it´s not as complex as regular programming languages

brittle moth
#

Hello everyone here !

In case you're interested, I made a beta version of the system available, as well as an unstable version
The beta version will be updated a little bit before every official release, to allow you to test the new changes if you want, or allow you to get the latest features as soon as possible !
You can install it by using this manifest link : https://gitlab.com/api/v4/projects/31995966/jobs/artifacts/main/raw/out/system.json?job=build-beta

The unstable version will be updated every time a change is made to the code : it has the most recent devs, but can also be quite buggy, and maybe break things. You can use it if you want to test out the latest changes and give your opinion about them 🙂
You can install it by using this manifest link : https://gitlab.com/api/v4/projects/31995966/jobs/artifacts/develop/raw/out/system.json?job=build-unstable

Changelog for the new version is available here :
https://gitlab.com/custom-system-builder/custom-system-builder/-/blob/main/CHANGELOG.md

README update and new documentation is being written 🙂

PS : the 2.2.0 version will likely be released during next week 🙂

formal goblet
#

A quick overview of the new features:

velvet heron
#

In a formula, how do I reference a dropdown selection? The selection is a number in this case.

formal goblet
#

The key of the dropdown list is enough

velvet heron
#

Oh, sweet.

#

Hm, that doesn't seem to be calling the selection, just the key of the selection.

For reference, the formula I'm using is ${armor_dd}$ which is the key of the dropdown list.

formal goblet
#

and where does the 3 come from?

velvet heron
#

The dropdown list

formal goblet
#

Ahhhh. Ok, small hint. The key is the value you´ll get when you reference this dropdown. The Label is only the value, which gets displayed in the selection.

#

Key and Label can have equal values, so I recommend doing this

velvet heron
#

So the key can be just a number?

What about if I have another dropdown list, for a different game stat for example, and had numbers for those keys, would CSB know to keep them separate?

formal goblet
#

Keys of dropdown lists don´t have the same limitations like the Keys of Components. The value can contain any characters and the keys only have to be unique inside the dropdown list, not with other components

velvet heron
#

Interesting. The more you know. 🌠

#

Thank you.

velvet heron
#

Here's an odd question. If you have a folder of items like here, is it possible to use these items to populate a dropdown list in a sheet?

formal goblet
#

uhm, nope 😅

velvet heron
#

Yeah, figured that was a stretch.

formal goblet
#

What would be the use case anyway?

velvet heron
#

The game I'm running (Broadsword) calculates encumbrance as unequipped items take up inventory slots, but equipped ones don't.

So I was thinking that if I can change the Item Name list in the dynamic table (with the checkboxes) to a dropdown, but have it populate with items, then a player could do something like this:

Equip a Dagger item by dragging from the folder to their sheet, then use the dropdown list to choose Greatsword to have unequipped, which would then be ticked to take up a slot.

I was hoping that if I later created new items in that folder, they could be added to the dropdown automagically by some reference coding of some sort.

Ultimately, it's a QoL improvement to make the players' lives a little easier. But honestly, now that I've said it out loud, having to write something down vs selecting from a dropdown is just as much work 🤣

formal goblet
velvet heron
#

Like, one character has it equipped, but another is just carrying it around.

formal goblet
#

The Items from the folder are getting copied, when they get dragged to a character sheet. So everybody would have their own items

velvet heron
#

Dang, okay. I'm sorry you have to suffer through my noob questions, just because I don't know how the system works well enough. 😅

formal goblet
#

All good 😂

velvet heron
#

Though, this does simplify things a fair bit. Thanks again.

formal goblet
velvet heron
#

So I assume that the checkmark for Make item unique means that it doesn't get duped and only one person is allowed to have it?

formal goblet
#

It means that you cannot have 2 instances of the same Item at the same time on the same sheet.

velvet heron
#

I should've waited like 5 seconds to hit enter on that question, as I read the same thing on the link you gave.

velvet heron
formal goblet
velvet heron
bright cape
#

Hey folks! I see the Additional CSS Classes option in the Edit component window in CSB. Is that where I would enter CSS code to lighten the color of an element on my sheet? If so, can anybody point me to a tutorial on how to use this function?

If it helps in guiding me, the specific thing I'm trying to remove is the color of the boxes enclosing the Powers on the list below. Those boxes were created by the fact that I had to embed tables within the Rich Text Areas of the character sheet to separate the Powers from their Endurance cost. It works great, but that discoloration is nagging at me.

spare sky
#

I'm sure this is a simple question for you:

How can I assign dice values to variables without outputting the values directly in chat?

Background: I want to dynamically define in a template for a chest whether there are valuables in it or not.

roll_gold:=[1d2]

If roll_gold == 1, then roll the gold amount, if roll_gold == 2, then not.

Thanks a lot!

velvet heron
#

If I wanted to use a label roll message to include an actor's or item's image, how do I find how to reference that?

velvet heron
#

Suggestion: Add an option for Manhattan movement under Diagonal Movement Rule in the system settings.

sharp prairie
#

Hey all! How can I get my condition modifiers to math themselves together? Like instead of "-1 -1 -1", it says "-3". I just want the sheet to look cleaner, not like any character would still be alive with everything checked...🤣

#

Second question, I've stared at the "user input" section for 1000 hours and I have no idea what I'm looking at, how do I just get a box that has 3 buttons that say "advantage", "disadvantage", and "normal". Everything I've tried demands some input in a box.

velvet heron
sharp prairie
hearty zinc
# spare sky Anyone? 😕

${roll_gold:=[1d2]}$ for the variable
${!roll_gold==1?doStuff:''}$
or something like that should do it with doStuff being your new roll, e.g. [1d4] or similar

#

the ! in the message makes it a pure text message without showing the dice roll but also suppresses an empty output you would get without it if roll_gold = 2. if you want to suppress the output of roll_gold then prefix it with a #

spare sky
velvet heron
hearty zinc
sharp prairie
#

no problem! Thank you for trying 🙂

velvet heron
hearty zinc
#

ah sry

sharp prairie
#

I was just about to ask what concat is

hearty zinc
#

are the conditions checkboxes or do they have a value? cannot quite see it on the image

sharp prairie
#

this is all a severely new languaage to me 😛 They are checkboxes.

hearty zinc
#

ok a moment please

sharp prairie
#

in the image, I have all the checkboxes ticked so that all the potential modifiers show up next to their skill

hearty zinc
#

${(pc_hungry?-1:0)+(pc_fright?-1:0)+(pc_wound?-1:0)}$
maybe that?

formal goblet
sharp prairie
#

ooh that did it! now why did that work?

#

i need to remove all the quotes?

hearty zinc
#

yeah the quotes make it a text instead of a number

formal goblet
#

The example above with the sum had some syntax errors. And concat is only useful for strings, not with mathematical stuff.

sharp prairie
#

ooooh ok, thank you for the lesson!!

hearty zinc
formal goblet
#

${sum(pc_hungry ? -1 : 0, pc_fright ? -1 : 0, pc_wound ? -1 : 0)}$ would be the right example with sum()

velvet heron
#

Blind leading the blind, my bad. Heh..

formal goblet
#

About the user input stuff: There is currently no other implementation for this, so you have to live with it right now.

sharp prairie
#

ok, so now it shows a zero instead of being blank when there are no conditions so I just have to decide what I like better 😛

velvet heron
formal goblet
#

Images are not referencable in the current state

velvet heron
#

Fair enough.

formal goblet
velvet heron
#

A taxicab geometry or a Manhattan geometry is a geometry whose usual distance function or metric of Euclidean geometry is replaced by a new metric in which the distance between two points is the sum of the absolute differences of their Cartesian coordinates. The taxicab metric is also known as rectilinear distance, L1 distance, L1 distance or
...

formal goblet
#

I'm pretty sure we have that one already (although under an other name)

fathom sable
#

Hey there. I have a question. I'd like to include a drop-down parameter in a roll from my character sheet. Is there a way to have the parameter be an item in a list?

#

For example: ${#?{difficultyMod|0}}$ is my current parameter definition. I'd like the options to be a list of options instead of a type in field.

spare sky
#

So far everything works... unfortunately I am still stuck at one point:

${roll_gold_jn == 1 ? "<p style='color:white; background:green; border:none; vertical-align: middle;'><img src='Objects/Gold_Icon.png' style='border:0;' width='40px' height='40px'>Found gold: </p>" roll_gold_value [1d20] : roll_gold_jn == 2 ? "<p style='color:red; background:black; border:none;'>No gold</p>" : "." }$

I want to output here (roll_gold_value [1d20]) after "Found gold" a d20 dice value.
Unfortunately, I always get an error displayed here. I had already tried it simply with [1d20] or {[1d20]}. But that did not work.

What would be the correct syntax here?

Thanks a lot for your help!

raw terrace
#

Try this?
${roll_gold_jn == 1 ? "<p style='color:white; background:green; border:none; vertical-align: middle;'><img src='Objects/Gold_Icon.png' style='border:0;' width='40px' height='40px'>Found gold: [1d20]</p>" : roll_gold_jn == 2 ? "<p style='color:red; background:black; border:none;'>No gold.</p>" : ""}$
I think the error was having the die roll outside of the quotation marks in the first part of the condition?
I should mention that I tested this and it works for me.

formal goblet
formal goblet
#

${concat('someText', someKey, [1d20])}$ this one would be a valid example.

velvet heron
#

I have a problem with items not updating a status checkbox.

I have ${weap_equipped_check ? 'Yes' : 'No' }$ for the Equipped column Label text. I drag an item onto the sheet, it populates the dropdown Attack Dice value correctly, even when I change the value. But if I check the Equipped? checkbox on the item, it doesn't change the No to a Yes on the sheet. ?

dire socket
#

Is there any known way to implement custom active effects? Removing the default ones, adding in new ones with specific icons, names, and the ability to add modifiers to each? I have been using combat utility belt as a band-aid solution but it seems to break active effects entirely, so I was wondering if there was some way, any way to add in custom effects.

formal goblet
formal goblet
dire socket
#

Is there really no way? Not even digging through some of the code or whatever? I mean there has to be a way to at least change what the system uses to display it. Really really unfortunate, I was really hoping to get this to work, I hope this gets added in soon, seems like the only thing that you can't really change for some reason.

#

Regardless I'll keep trying to figure things out, shame theres no easy way. Just wish I knew what I was doing lol

formal goblet
#

It is atleast planned to add custom effects.

dire socket
#

Yeah, but I don't know how long that'll take, been a while too. I don't want to rush the process of course, but I still intend on at least trying to figure out a way to hammer together a solution until then.

#

Knew about the request for a while, I'm glad I'm not the only one who's asked at the very least.

#

Appreciate the response though

formal goblet
#

Well, everyone is able to do merge requests, so technically everyone can add a solution to the codebase. Otherwise you'll have to wait for an implementation

dire socket
#

True! Well I ended up figuring it out, but it's certainly not a solution that can be included in the module itself. Just glad I finally seem to got it working, just took some time to figure it out and get the changes done.

spare sky
#

How can I change field values based on selections?

Background:
Based on the selection of a race, I want to give a bonus directly to certain base values.

I have recorded the available races in a dropdown box. On selection I would like to give e.g. a bonus or also a malus on "Strength".

How can I implement something like that?

Thanks for your help here on Discord! You have already helped me a lot! Thank you!

storm matrix
#

Sorry I have a question that's probably going to show how bad I am at programming

#

I am trying to click a label and have it roll a certain amount of dice based on the imputed value in a numbers box, but I don't want it to add the dice together, just give a string of values, hopefully getting to the point to say how many are above another number but that comes later.

#

currently I have a really simple, which will roll the dice, but it adds all of them together ${[(1*:Spell_Power:)d10]}$

#

how can I have it return a string of numbers instead of adding them together?

velvet heron
# formal goblet Did you prefix the key with `item.`?

It seems I had forgotten this detail; added it and now it works flawlessly. Thanks.
But now I have the same problem of the user yesterday, where checkmarks aren't adding up. Even using the same sum syntax as yesterday, which, as you can see, is ${sum(item.armor_cap_check ? 1 : 0, item.weap_cap_check ? 1 : 0)}$ , it isn't adding up to any number output. Checked should = 1, unchecked should = 0.

#

Well, one of the issues seems to have been that item. *_cap_check needed to be placed in quotes, which did output a number finally, but it's not correct.

fathom sable
#

Can anyone point me at a post or tutorial on how to implement item containers? There is something I'm just not getting.

formal goblet
velvet heron
formal goblet
formal goblet
spare sky
spare sky
velvet heron
spare sky
formal goblet
#

And because the text isn't empty, it always returns a 1 (2 in this case because you have 2 checks)

velvet heron
#

Without any items dragged onto the sheet, it should return 0. When I take out the apostrophes, it doesn't return anything; it's blank. Even when I drop an item in with the checkmark ticked, it doesn't update to 1. I'm clearly missing something somewhere.

formal goblet
#

Enter ${item.armor_cap_check}$ in your Label prefix and see if you get something. If not, check your keys and your console (F12)

#

Wait a sec, where do you want to access your item data?

#

Because item.key only works inside Item Containers.

velvet heron
#

Is this where individual Item Modifiers comes into play, perhaps?

formal goblet
velvet heron
formal goblet
#

What's the key of Used Slots?

velvet heron
#

cap_used_text

formal goblet
#

That should be the key of the modifier

velvet heron
formal goblet
velvet heron
#

Okay. So: armor_cap_check + ${cap_used_text ? 1 : 0}$

formal goblet
#
Prio: 0,
Key: cap_used_text,
Operator: +,
Value formula: ${armor_cap_check ? 1 : 0}$
velvet heron
#

Dangit, I had it backwards again.

formal goblet
#

And make sure that cap_used_text has an initial value of 0.

velvet heron
fathom sable
#

Ok, this is what I'm trying to do: Apply an "adjective" item to a species in an item container in a list. But I cannot drag the item into the character sheet. Can anyone give me some guidance? I read the info on the git page.

spare sky
formal goblet
spare sky
spare sky
#

Alles klar... Danke Dir!

formal goblet
#

Und Gesamt rechnet dann den Grundwert mit dem Mod zusammen

formal goblet
spare sky
#

Habe ich die Möglichkeit, über eine Checkbox verschiedene Tabellen ein- bzw. auszublenden?

formal goblet
spare sky
#

Sehr gut... 🙂 👍

formal goblet
velvet heron
formal goblet
velvet heron
#

Right now, it doesn't seem to matter what formula I try, because they are all returning a blank in the sheet. This is what I currently have.

formal goblet
#

Replace the formula with 0

velvet heron
velvet heron
#

Oh FFS
headdesk

#

Welp, thank you, that sure seemed to solve the problem. Sorry I'm an idiot

spare sky
formal goblet
#

Macht also Sinn, den Keys den selben Namen zu geben wie deinen Labels

spare sky
#

Ich dachte, die Keys müssen eindeutig sein...

formal goblet
#

Die Keys innerhalb des Dropdowns müssen nur einzigartig im jeweiligen Dropdown sein.

spare sky
#

Ok... also so?

formal goblet
#

Mach einfach: Mensch - Mensch, Elf - Elf

spare sky
#

Alles klar... scheint jetzt zu funktionieren. Nur für mein Verständnis: das bedeutet, dass ich in einem Dropdown immer die Keys gleich den Labels setzen muss, um auf diese zuzugreifen?

formal goblet
#

Ne, nicht zwingend. Key ist das, was du als Wert kriegst, wenn du dieses Dropdown referenzierst. Label ist das, was auf dem Dropdown angezeigt wird in der Auswahl (ist also nur ein rein visueller Wert).

spare sky
#

Ok... Danke Dir! 🙂

potent fossil
#

Guys, is it normal that I cannot modify the attribute bars on the tokens ?

#

I mean I can set up them, but that I can't modify the current value for hp for example or things like this

formal goblet
#

Is the attribute bar set up with a formula or number field?

potent fossil
#

the current is a number field and the max is a formula

formal goblet
#

Latest Foundry version?

#

I mean CSB 😅

potent fossil
#

is it 2.1.0 ?

formal goblet
#

Well, that's enough

#

Maybe any success with the module 'Bar Brawl'?

potent fossil
#

I'll install it and let you know

#

nope

#

maybe I'm doing it wrong tho

#

${pv}$ is the value of a number field

#

same for all the other values

#

The Maximum sends to a hidden attribute or a label

formal goblet
#

Ahh, I see where the problem lies. You should define a max value in your number field. As soon as a number field has a defined max value, it gets available automatically in the attribute bar selection.

#

What you did is using only formulas, so the current value cannot be altered by the token.

potent fossil
#

So I should set the max value in the number field and delete the keys I put in maximum ?

formal goblet
#

You don't need these at all if you can use number fields

potent fossil
#

Okay I see, but is there a way for me to set up a Max value through a hidden attribute

#

would this work ?

formal goblet
#

Sure. Hidden attributes are like normal Labels.

#

Now you should be able to find an attribute bar with the key en in your token settings.

potent fossil
#

exactly, the problem is that the max value doesn't update automatically

#

For example if I change the max hp in the sheet from 9 to 10 then it does not update on the token, in only update the current value

formal goblet
#

Is the token linked with an actor? If not, you should make sure, that you open the sheet of this token

potent fossil
potent fossil
#

seems like I can only set up the max manually here

formal goblet
#

It should update automatically... something is still not right

potent fossil
#

So to sum up how I did it

1- there is a number field with a max value equal to ${enm}$
2- I have a hidden attribute called enm that is equal to a bunch of other keys multiplied by 4. The key works find and is used to display the max value on the sheet.
3- I have a bar that has for attribute props.en

formal goblet
#

Found your issue: You should select attributeBar.en, not the prop 😅

potent fossil
#

nice perfect thanks

storm matrix
#

Sorry, does anyone know how to make it roll multiple dice but not add the dice together?

brittle moth
storm matrix
#

hmmm alright. Thankyou for the response

violet latch
spare sky
#

@formal goblet Hi Martin! Kurze Frage: gibt es irgendwo ein Tutorial bzw. eine Anleitung, wie ich über den CSB den Charakterbogen gestalten kann/muss, um darüber auch Kämpfe durchführen zu können? Leider konnte ich dazu nichts finden. Danke Dir!

formal goblet
#

Du musst lediglich die Initiative in den Systemeinstellungen festlegen. Alles andere kommt von Foundry selbst

spare sky
# formal goblet Du musst lediglich die Initiative in den Systemeinstellungen festlegen. Alles an...

Hm... Die Initiative kann ich ja in dem "Begegnungs-Chat" für die Tokens auswürfeln lassen und auch die Lebenspunkte kann ich tracken. So weit so gut... Wie kann ich aber jetzt einen Angriffswurf über den Chat gegen den Gegner führen? Muss ich dafür die Keys der Skills besonders benennen, dass diese erkannt werden (z.B. Angriff mit Fernkampfwaffe)?

Wahrscheinlich habe ich das System auch noch nicht wirklich verstanden, da ich bisher das Kampfsystem von Foundry noch nicht genutzt hatte... 🙃

formal goblet
spare sky
#

Super... Vielen Dank! Ich schaue mir das dann Mal näher an... 👍

formal goblet
# spare sky Super... Vielen Dank! Ich schaue mir das dann Mal näher an... 👍

Hier ein Beispiel, wie es aussehen kann (funktioniert ohne Werte):

<table>
<tr>
<th>Standartprobe</th>
</tr>
<tr>
<td>Roll</td>
<td>${Roll:=[1d20]}$
<strong>${!Roll >= 20 ? '<br>Kritischer Erfolg' : Roll <= 1 ? '<br>Patzer' : ''}$</strong></td>
</tr>
<tr>
<td>Würfelmod</td>
<td>${W_Mod:=?{Modifikator|0}}$</td>
</tr>
<tr>
<td><strong>Ergebnis</strong></td>
<td><strong>${Roll + W_Mod}$</strong></td>
</tr>
</table>
spare sky
# formal goblet Dafür wirst du die Label Roll Messages brauchen (können in jedem Label definiert...

OK... Soetwas habe ich im Bogen bereits an mehreren Stellen umgesetzt, z.B. bei jedem Skill eine Probe zu würfeln und auszugeben, ob die Probe erfolgreich war oder nicht bzw. einen kritischen Erfolg oder Patzer war... Das ist soweit bekannt.

Das, was ich noch nicht hinbekomme, ist halt die Verbindung gegen die Werte des markierten Gegners innerhalb des Kampf-Chats (heißt der wirklich so?) 😁

Ich schaue mir das aber heute Abend noch einmal näher an...

spare sky
velvet sun
#

Is it possible to add a roll button to the actor sheet? to roll with some starts and modifiers? Also, is it possible to add a button to send test to the chat, for example an item description?

velvet sun
#

Ah, I was confused by the help text I think for the rolls. Thank you. Any thoughts on the option to send an item description to chat?

formal goblet
velvet sun
#

Thank you again, I am experimenting at the moment, can I use a reference from a dynamic table, so for example I am setting up per the attached image, the value in each row would be different, but the component key for each would be weapon_damage, can it take from it's own row each time, or does it need a static item to reference?

thin leaf
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Hi, does someone know if I can reference the name of the actor on a formula?

formal goblet
thin leaf
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Ah, that's a shame

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Wait, how about an item name? can I reference it within the item or is it the same situation?

formal goblet
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Only in Item Containers

thin leaf
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but I can't use it as an item modifier

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well, that's fine, just annoying

#

I can make GM fields and fill them by hand

vagrant hollow
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I am a patreon to several foundry artist and now recognised that their content can not be fully used in CSB.
Especially Bailywiki has a ton of actors (with token attacher combined prefabs) that dont work when imported to CSB.
As far as I found these artists set their actors in the compendiums as actor:type:npc.
But this actor type does not exist in CSB.
So when trying to import, foundry just takes the next best actor type – template.
And templates can not be placed on the map.
The actor type can not be changed after import and foundry does not offer a possibility to change the import acter type target.
With this all these artist prefabbed actors are useless in CSB at the moment. 😵‍💫 😭

What has to be done to get a actor:type:npc sheet to CSB to get these content working?

formal goblet
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Do you import from a JSON? Then I'd say you should change it there

vagrant hollow
formal goblet
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Well... I usually make my own actors 😅

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Btw, I like that you used 'bevor' instead of 'before' 🤣

vagrant hollow
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Ja, ja, der schnell tippende Deutsche der nicht ließt was er geschrieben hat🤣

vagrant hollow
vagrant hollow
brittle moth
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Actors are strongly linked to game systems in foundry, so I highly doubt this would work in any way. I will be taking a look in Baykiwiki's work, maybe there are some steps to integrate his compendiums regardless of the system, but I can't promise anything :/

vagrant hollow
# brittle moth Actors are strongly linked to game systems in foundry, so I highly doubt this wo...

I have found a solution just a minute bevor.
The problem is not done by foundry itself, it comes out of the import function of token attacher.
Just changed the order of “_template” and “character” in CSBs template.json
Now default is character and I had to run the import function of token attacher again.
Eh voilà, the artist actors work.

I would suggest to change this in the installation version.

brittle moth
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Ah, yeah, I misread what you said, sorry
Well that's doable ^^

vagrant hollow
brittle moth
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this should now work correctly in beta 2.2.0-rc7 🙂

velvet sun
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First off, I think this is an awesome system.
Second, I'm struggling with the samerow function at the moment, when I attempt to use it it posts my formula to the chat instead of the data. Clearly user error, but I can't see what I am doing wrong.

#

If I move the last } before the $, which makes more sense, then it posts 1D6 into the chat rather than the dice roll

late kite
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I'm new to CSB. I'm currently working on the inventory part of the character sheet I made. When using an Item Container for drag and drop weapons, the document says you can only use labels within the Item Container.

How would one tackle ammo? I can easily reference the maximum ammo capacity via Item Container, but since we can't use anything other than Label within it, how do we do an Ammo field?

late kite
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My current solution is to just use a Horizontal Panel to separate the Item Container and the Current Ammo amount:

velvet heron
late kite
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Ah. I wanted it to be inline with the actual equipped weapon. If that's not possible, I'll try your solution.

raw terrace
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Maybe add a "current ammo" field to the item template, so you can display it and the player clicks on the item name to keep this updated? You could even do some clever scripting perhaps to update this on the fly based on the action of firing the weapon (somehow, don't ask me how)?

late kite
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I tried it, but then I'd need to update the ammo on the actual item entry because the Item Container doesnt accept anything but labels.

velvet sun
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I reached the point that I think the sameRow argument does not support a calculation, it can only return the text in the field, so doing ${sameRow('weapon_damage', 0)}$ just returns 1D6 instead of the value 1-6. I tried removing the '', and replacing with either nothing, () or [], and in those cases the button just fails to fire. Any suggestions on how to make that work, or is it not possible at the moment?

brittle moth