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AncientOne's Custom Pathfinder Sheet

I tried checking "On-Sheet Controls" under General Formatting in the sheet's Control Panel, at which point it let me drag-and-drop the Gear items between containers (this is in Firefox, if it matters).

I originally got Hero Lab for Mutants & Masterminds. When I started playing Pathfinder, I used Ancient One's sheet because I was used to using physical sheets, but after a little while it struck me that given that I was using my laptop at the game anyway (we use the MapTool VTT) that I was really giving up a lot of functionality by not using Hero Lab live as well, and I've been using it in-game ever since.

Thanks I'm not able to use it in game. In our group table top RPG games are just that, played at the table with pen and paper. We specifically play table top RPGs to get away from screens. I realize there is a definite boost in functionality with conditions/consumables etc. I'm just having a hard time with a wonderful piece of software that is for pnp games but then proceeds to design as if it's used at the table every session.
 
Okay, I'm finally getting around to looking at this sheet. (Sheesh)

I am pretty sure that is been that way always actually as that information is not outputted by HL into the XML.
Correct. AncientOne even says this in post #2 where he describes how to use the sheet. I guess this is a case of RT*M. ;)

I'm looking at the JS code for this sheet; it's pretty good. Well-modularized and readable. It would help significantly if I could look at it outside of the browser. Does anyone know how to unpack the .hl file so I can see the original files? Or maybe AncientOne has a public repo for the files somewhere? (I didn't see anything in the first few posts, but I'll check again. Edit: Found the source for 4.11; Shadow, do you have a link for the 4.13 code base?)

I think I may have located one issue with the formatting. There's a function that is supposed to fix the font size of text that appears inside a box so that the size of the box isn't changed from what the CSS sets it to. The code in there has some things that might be extraneous (might be needed on some browsers?) and that could be causing a problem. It's also tough to know that the function is being called at the right time as the JS debugger seems to have a problem with all of the base64-encoded scripts. I'm going to try another browser/debugger next.

I see how the drag/drop works for moving items into a container. It may be possible to store container/contents information in cookies so that when a new page it generated, the container's contents come back without redoing the drag/drop again. (I don't know if the container issue has ever been reported as a bug, but I'll do so.)

Obviously, the container info is stored in the .por (unzip it and it's in the herolab/lead#.xml file) but there doesn't seem to be any way to get it into the "custom output" output. I even checked the XML statblock stored in the .por and the info isn't there either (that file appears to be the data that is passed to the "custom output" option).
 
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again. Edit: Found the source for 4.11; Shadow, do you have a link for the 4.13 code base?)
The code is on your PC actually. The .hl files are just installers and once installed they are located on your PC in text files.

For windows look in "C:\ProgramData\Hero Lab\customoutput\pathfinder\rt_complete".
 
Do you know how? I couldn't figure it out. It's sad because I specifically asked to get some other things to be put in HL as containers (like poisoning weapon sheaths) so that we could track what was actually in a container. Seems silly to have that functionality but then have no way to portray it on a sheet.

Also what sheet do you use if you don't use this one? Is there one that treats containers correctly? thank you

Sorry - been away from my computer for a while now. "On Sheet Controls" sets the sheet to allow drag and drop, and allows you to move things into and between containers. Sounds like there are some folks working on this now who are far more capable than I am... Hopefully they can help get this sorted out.
 
Okay, found it. On the Mac it's under ~/Library/Application Support/Hero Lab/customoutput/pathfinder/rt_complete (in case anyone else is looking).

Strangely enough, a search for "rt_complete" didn't find it. Now I have another mystery to solve, but that one can wait. :)
 
Hey guys, is there any way to get the basic attack bonus calculations on the front page?

We find ourselves constantly searching for just a ranged attack bonus, or a straight melee bonus (no associated with any weapon). This is particularly important for spells requiring a touch attack and ranged touch attack. Equally important for when you have ability damage. Thank you.
 
Yes, I'm sure the base attack info is in the file so it can be added somewhere (kinda packed right now, though). Are you using this in printed form or as HTML? I'm thinking if the layout is too tight, it could be turned into a tooltip that shows up on mouseover...

I've got a week of heavy work coming up (and then a week of lighter load) and I'll get back to this next week. I've been doing some research on a variety of related items and hope to have some neat feature additions. :)
 
Hey guys, is there any way to get the basic attack bonus calculations on the front page?

We find ourselves constantly searching for just a ranged attack bonus, or a straight melee bonus (no associated with any weapon). This is particularly important for spells requiring a touch attack and ranged touch attack. Equally important for when you have ability damage. Thank you.
The other simple idea is to add the Community Pathfinder Pack and turn on ShadowChemosh Equipment. Then you can add the weapons Touch Attack and Ranged Touch Attack to your character. Those will then print to any character sheet.

The community Pack also has nice "Concentration" skills to add to a character to have them display on any character sheet.
 
The other simple idea is to add the Community Pathfinder Pack and turn on ShadowChemosh Equipment. Then you can add the weapons Touch Attack and Ranged Touch Attack to your character. Those will then print to any character sheet.

The community Pack also has nice "Concentration" skills to add to a character to have them display on any character sheet.

Ah yes concentration was another we'd been looking for thank you.

So the sheet can only add a PCs touch and ranged touch attack as separate weapons? That's rather clunkly.

It would be nice to just have a couple boxes showing MELEE + BAB + STR
RANGED = BAB + DEX
seems pretty simple to me.
 
So the sheet can only add a PCs touch and ranged touch attack as separate weapons? That's rather clunkly.
No. But the addition of touch weapons allow the values to work for ANY sheet including custom and LW ones. Hence the reason I created them. ;)

The values most likely can get added but main developer of this sheet is gone. I took it over to fix any major issues. I am too overwhelmed at the moment to add small changes. Maybe in the future that will change...
 
No. But the addition of touch weapons allow the values to work for ANY sheet including custom and LW ones. Hence the reason I created them. ;)

The values most likely can get added but main developer of this sheet is gone. I took it over to fix any major issues. I am too overwhelmed at the moment to add small changes. Maybe in the future that will change...

Ok thanks for the tip. I don't really understand how to use the community packs but I will figure it out and add the weapons and concentration skills to the front page.
 
Hi all. When I export a sheet for unchained summoner, the spell descriptions nor the spells chosen show up. The headers are there; other class spells appear fine.

Any ideas?
 
Well, bummer. I figured out how the JavaScript code actually works (pretty dense programming! Impressive!). I knew that the portfolio had the containers and items contained recorded in it, so I figured I could create a mapping by reading the original portfolio, then use that same mapping in the HTML sheet. Unfortunately, there are no identifiers anywhere on the equipment! It's just the name of the item and that's it. So there's no way to relate a "backpack" in the portfolio to a "backpack" on the HTML sheet.

That might be a bad example, since a character is likely only carrying one of them, but use a bandolier or belt pouch, where the same item name can appear multiple times and represent separate objects, and you can begin to see why there's no way to associate a given item to a particular container. Sigh.

So, everyone who's interested in having containers work on output sheets, file a bug report with LWD asking for container support in output sheets. If enough people ask for it, maybe they'll bump it up the priority chart.

I can't imagine it's that tough since the information is already there, it's just a matter of exporting it to the output sheet. Simplest thing for them to do is add the "index" attribute of every pick from the portfolio to the output sheet, then add the "holder" attribute for gear (which is used to denote containership in the portfolio).
 
Size

Tried using this to play last night. I felt the format and customization was a big step forward. I felt the fact that I couldn't read it without finding reading glasses not as helpful.

Is there a way to enlarge the font? I played with User Fonts but didn't find a solution.

Right now the Portrait shows two columns and the landscape shows three. Trying to increase the readability, is there a way to change that to one column and two?

Is there some post-process thing I could be doing that I haven't thought of yet?
 
Is there any way to add an allowance for a custom font & font size for just the character's name? My players have always enjoyed using fun and fanciful fonts on my custom Excel sheets, but the current user font option overrides other fill-in info (bonuses, character description, etc.) which is quite undesireable with many of the more decorative fonts.

EDIT: Also, what is the "Feint" combat maneuver based on? AFAIK, Feint should have been based on Bluff, and the DC to resist it based on Sense Motive, yet it seems to use the stock CMB/CMD scores on every character I've statted up so far — even those who have Improved Feint and many ranks in each of the aforementioned skills.
 
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Not sure if anyone is still keeping up with this sheet. (It's the one that I prefer to use - Ancient One did an incredible job with it.) But there seem to be a few items that aren't currently working right. I have a kineticist and the "Blast" isn't showing up under the weapons. For that matter, the unarmed attacks seem to have gone away as well. Spells aren't getting listed on the Unchained Summoner. (And since I'm requesting...) It would also be nice if the spell school, subschool, and subtypes were part of the spell descriptions. Not sure if anyone else has the know-how to tackle this...
 
I'm slowly working on a new sheet that uses some parts of this one. I've written a basic build system with Node.js that lets you write into separate CSS/JS/HTML files and then build it into the XSLT file automatically.

I'm using the excellent WebStorm IDE for development. WebStorm also has an XSLT runner, so just by using an XML file from a character you can develop and test the whole thing in the IDE without going through HeroLab at all. The goal is to make it so you can develop without having to care about XSLT. There's also a development mode that just uses the source CSS and JS files directly, so you can make changes in the source files and see them immediately in your sample sheet by refreshing your browser, or using an auto-refresh system.

JavaScript libraries are managed using Bower (https://bower.io/), so it's very easy to add, remove or update those. For CSS I've opted to use Less (http://lesscss.org/).

I'm using AncientOne's code in parsing the XML to JavaScript objects without any issues, and that will save a bunch of time too, his work is much appreciated. Overall it will work the same way with the output of just consisting of a single HTML file.

All in all it should be much easier to develop on, with minimal manual tinkering aside from actual development. If there's interest, I can set the project up on Github, but right now it's just the build system, and no real sheet.
 
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