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New Roll20 Character Sheet - Hero System 6e Heroic


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Hello everyone, here's the mid-July update.

 

I've worked my way through the Kazei 5 characters and NPCs and fixed the problems I've encountered. I am now pretty satisfied with the current state of the importer. I've also made a few small changes to the sheet over the last few weeks such as adding the options to identify a power as "unified" or "compound." Kazei 5 has a lot of characters with compound powers and this caused me a bit of trouble. Unified or compound powers that are part of a multipower may not work perfectly, but I think these are unusual cases.

 

These are my next steps:

  1. I want to re-check all of the characters in the test group just to make sure a fix on a later one didn't break an early one.
  2. I need to write instructions.
  3. I will create a repository and submit the script for approval by the Roll20 team.
  4. Assuming there are no problems, I will post news of the release. 🙂
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  • 1 month later...

HeroSystem6eHeroic_HDImporter v1.0 released!

 

The importer API script was approved and is now available in the Roll20 API GitHub site. Hopefully it will appear in the Mod Library soon although these things can take some time. Please note that to use the API script you will need a Roll20 Pro-level subscription.

 

Please see the HeroSystem6eHeroic_HDImporter GitHub site for documentation, API script, Hero Designer export file, and sample character files. I posted a companion message with the hde file in the Hero Designer export formats forum as well.

 

If you encounter bugs, you may post a reply here or contact me via Roll20.

 

I would also like to thank the authors of BeyondImporter, which this script is based on.

 

Cheers,

 

Villain In Glasses

HD Screenshot Small.png

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  • 2 months later...

Hi Jkeown,

 

Would you let me know which script was causing compatibility problems? If it is something that is likely to be used in parallel to mine, I might be able to sort out the problem.

 

The importer should make a new character sheet or overwrite one with the same name if that option is selected. If there is a particular character that is causing problems it would be great for me to try it out myself.

 

Thanks for posting, by the way. Feedback is always welcome.

 

Cheers,

 

ViG

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  • 1 month later...
  • 4 months later...

Hi everyone,

 

I've made an update to the sheet, which is now live on Roll20:

  1. The Power Tab now has seven more slots for powers (17 total). To make room I added an expand/collapse functionality so that only one power per column is fully visible.
  2. The Power Tab has a health status widget similar to the Characteristics and Gear Tabs, which will give players immediate feedback when they use a power's END or REC or heal themselves and so on. I sacrificed space for an 18th power to add this, but I think it is worth it for playability.
  3. I fixed an issue where the text in roll templates was hard to see when using Chrome and dark mode.
  4. Finally, I made a small update to the readme to reflect the changes.

The next planned effort will be to the HeroDesigner importer so that it will recognize the extra power slots.

 

Cheers,

 

ViG

 

screenshot-04-scaled.png

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  • 6 months later...

A small update (2.2) this month:

The sheet uses the Hero System Compendium as the default compendium.

 

More importantly, I added Heath H. as a co-author, who made a lot of updates last May (to 2.1). These include:

1) significant behind the scenes code optimizations.

2) an option to show 'Hit DCV' in roll results

3) better shield blocks

4) an option to send rolls to the GM as whispers

5) There are also now eight martial maneuvers instead of six.

 

Apologies for not posting the news then. Real life has been in the way.

 

Lately I've been looking into getting Hero Roller fully compatible with the Heroic sheet. It mostly works, but there are problems with the CVs. The author, Timmaugh, is looking into a way to implement a configuration tool for Hero Roller. There isn't a default way for a mod to identify which sheet it is being used on. Maybe this will be offered in the future. For now we'll either have to have the GM select it or use a custom hidden variable that the mod would call.

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  • 1 month later...

Hi all, Version 2.3 of Hero System 6e Heroic is live. This update features improved maneuvers, color accessibility improvements, and bug fixes. The next update will be to the README, which I decided to do separately. A small update to HD Importer will follow that.


New or expanded features:
Expanded functionality of martial maneuvers: Roll Buttons for normal and killing attacks and blocks, END costs with buttons for non-martial or advanced maneuvers, and STUNx. Can be used for martial arts or custom maneuvers for weapons.
Removed the "Basic Attack" maneuver and added a ninth martial maneuver with the name "Strike." 
"Damage by STR" is a keyword phrase for maneuver effects. Any maneuver effect that includes this keyword will use and update normal damage and END values according to STR.
Maneuver rolls display updated DCV.
Added OCV range penalties can be chosen by radio buttons in the existing range penalty table.
Changed perception roll boxes to display success chances for each type (general, vision/sight, hearing, and smell).
Added the hidden variable "sheet_name," which might by used in the future for mod compatibility (e.g., Hero Roller).

 

Accessibility:
Changed the color palette of buttons and matching roll messages to the Okaba and Ito palette for better color vision accessibility.
Sheet styling changed to be a majority of tints and shades of the Okabe and Ito palette.

 

Fixes:
Fixed super heroic campaign endurance, which had the opposite of the intended effect.
Fixed double precision math error causing END calculations to be sometimes rounded incorrectly.
Fixed tab index order issue in the Powers tab.
Fixed issue where Safari offered to autofill some text fields.
Fixed focus outline clipping due to adjacent equipment items.

Added sheet version update for maneuvers, perception rolls, and sheet_name.
Increased text limit for martial maneuver names (24 to 34).
Added floating text labels for power variables.

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  • 2 weeks later...

Latest update (Version 2.4)


New or expanded features:
Added ability to change order of weapons and armor entries.
Added ability to change order of combat skills and languages.
A weapon's RMod is now applied to an attack's range penalty as selected from the Range Table.
Added movement ability modifiers (to account for movement powers and items) and display of net movement that includes encumbrance.

 

Fixes:
Fixed range penalty incorrectly showing "-10" for range of 65-125m.
Fixed movement penalty incorrectly showing "-2" for 10-24% carried weight.
Fixed possibility of showing negative DCV values in maneuver roll dialogs.

 

Behind the scenes:
Updated styling method for combat, language, and enhancer skills as well as attributes and abilities. Will make future updates easier.

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Appreciate all the work you put into this...   I am going to run my first fantasy game in Roll20 – and your importer and character sheets have been extremely helpful.   

 

It is a low-level fantasy game and to keep it simple for me – initially the characters will only have the standard combat maneuvers available.   I see them listed on the gear page – but there is no way for the player to select or roll for the maneuver?   Am I missing something or do the standard maneuvers need to be manually entered in on the Martial & Combat Maneuver page?

 

Again – amazing work and thank you for making getting ready for my first game so much easier.  

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Hi Notorious, At the moment I would suggest using the maneuvers section to create some custom maneuvers. “Block” probably being the most obvious. Linking the maneuvers list to the weapon attacks section with a radio button-type function is on my list of things to do. The custom maneuvers section was a step on that path.

 

Thanks for the support and feedback. It is very helpful for prioritizing next steps. :)

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