Tabletop Simulator

Tabletop Simulator

Starfinder - Game Session Setup
AnyOne 15 May, 2021 @ 10:53am
Fix character sheets not displaying values (Workaround)
Open the scripting editor for the character sheet.
Find the line 1319 and remove it.

The removed line contains this text:
"font_color=uiFontColor"
And resides inside createDisplayNumber function
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Showing 1-3 of 3 comments
Slaying_Mantis 21 May, 2021 @ 9:35am 
I still can't use anything on the sheet, no checkboxes, no class editing, no level editing, nothing
Last edited by Slaying_Mantis; 21 May, 2021 @ 10:04am
AnyOne 25 May, 2021 @ 11:54am 
For the editing process you have to use the boxes inside the bag "Creating your character" on the down left side of the DM side of the table
graysonprettyman 4 Sep, 2021 @ 5:59am 
Not sure if everyone had the same issue I had, but I fixed the sheets and got the automation working with the following changes:
(I didn't save the original sheets like I should have, and I added some classes, so my line numbers will probably be very off. Hopefully the ones I included can get you close at least!)

1) Do the workaround as described above. Not sure why that works, but it does, at least for getting the words to show up. (Still working on getting the checkboxes to show checks, but they do still let you check them at least).

2) The Class name would show up, and HP would update correctly when I changed the level, but not the BAB, REF, etc. Around line 1490, where it lists all of the class stuff, in each line is a bit that checks for the level, saying
if savedDataTable.ClassName1 ~= nil and savedDataTable.ClassLVL1 == 1 and savedDataTable.ClassName1 == tostring("Envoy") then BABClass1 = 0; FORTClass1 = 0; REFClass1 = 2; WILLClass1 = 2
Change the bold section to say tonumber(savedDataTable.ClassLVL1) == 1 and it should start autoupdating those stats. You just have to do it for all of those blocks...
3) Around line 3250, where it calculates the AC and maximum DEX, etc. I changed the code to the following to make it add the DEX correctly:
--AC
ACDEXtemp = 0
if tonumber(savedDataTable.ACDEX) >= tonumber (DEXmod) then ACDEXtemp = DEXmod
else ACDEXtemp = savedDataTable.ACDEX end
if tonumber(BulkAC) <= tonumber(ACDEXtemp) then ACDEXfinal = tonumber(BulkAC)
else ACDEXfinal = ACDEXtemp end

Then have it calculate the EACTotal and ACTotal as originally programmed.

As far as I know, those are all of the changes I made, and my sheets are mostly working now. My current campaign doesn't have drones or starships yet, so I haven't looked at those sheets yet, but I'm sure they will have similar fixes if they don't work.

Hope this helps somebody get their game moving! Thanks to RezMar for creating this system, it is beautiful and a great resource for those of us running campaigns from a distance! :)
Last edited by graysonprettyman; 5 Sep, 2021 @ 6:44am
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