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Create Dungeons and Dragons style statblocks for Obsidian.md

License: MIT License

JavaScript 0.34% TypeScript 78.60% CSS 9.74% Svelte 10.78% SCSS 0.54% Shell 0.01%
obsidian-plugin

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fantasy-statblocks's Issues

Feature request: manual columns number

It would be great to be able to "force" the plugin to render a statblock in a wide format. Ideally, doing it intelligently, rendering it wide if there's enough space or long if there isn't.

Damage Resistance shows as "Resistances" not "Damage Resistances"

When adding the damage_resistances string into the statblock code, like so

image

The result looks more like this

image

Immunities and Vulnerabilities display as normal per the 5e statblock convention (even though the order is wrong, Vulnerabilities should be on top, then resistances, then immunities), but Resistances doesn't have the word Damage in front of it. Seems like the change should be in src/renderer/statblock.ts on line 195, since it shows only "Resistances" there and not "Damage Resistances", though I didn't see that file in the beta branch so unsure if this file has been removed for something else?

Using Obsidian v0.13.19 with version 11.5.8 of the 5e Statblocks plugin and no other community plugin.

Do Actions/Traits support bullet points?

Hi, Jeremy

Really enjoying this tool so far, but quick question: do the actions/traits sections support bullet points? I can see that the spellcasting section does.

Allow for Monster Statblock Overwriting

This might be very niche, I might be the only one who wants this but it would be handy if you could overwrite an existing monster when saving from the preview pane:

statblock

So basically what I want (and thought would happen given the warning in the settings menu) is for when you click save here it will overwrite the statblock data of a monster with the same name.

This plugin has been really cool so far, haven't scratched the surface but I just thought this would be nice so that I can preview my updates while I make them.

Feature Request: 5e character sheet layout

It would be great to be able to create player characters, in a similar way roll20 does, using this tool.

It should be possible to recreate it using the current custom layout minus all the fancy graphics but you can't nest inline groups which means everything is placed in columns.

Importing homebrew does not work

Hi there,

when trying to import a DnDApp or 5etools file with this plugin, nothing happens.
The same procedure does work for the current version of your initiative tracker though.

Cheers P4r4b0x

Homebrew Creatures settings cannot filter; nested creature values in window.bestiary

Thanks again for this plugin. I'm not familiar with Svelte or TypeScript, but this plugin makes me want to learn so I can contribute.

My apologies for the size of the inline screenshots.

I also have Dice Roller, Initiative Tracker, and Admonition installed and enabled. I use iCloud Drive to sync the contents of this Obsidian vault; during testing, sync is complete and all synced files are downloaded to the test computer.

The Homebrew Creatures section of the settings menu for the plugin does not display/filter creatures; the "Filters" toggle has one checkbox that doesn't seem to do anything when toggled (screenshot attached). Typing the name of a creature in the text input doesn't display. (When using a non-default theme,"Minimal", the checkbox is 90% hidden off to the left side; the screenshot was taken with Default dark mode for this reason.)

Screenshot 2022-03-10 133513

I have confirmed the stored name by checking the plugin's data.json as well as using a dataviewJS + customJS solution to output the contents of app.plugins.getPlugin("obsidian-5e-statblocks").bestiary and bestiary.values() to a test file in Obsidian. Interestingly, all of my custom creatures seem to be indented about 3 or 4 levels deeper than the default bestiary monsters in both cases, and may even be nested inside of each other and duplicated with old content? Additional screenshot:

Screenshot 2022-03-10 134512

Not shown: this is nested inside of another creature: creature: block above of the same creature. The values for these creatures/nested creatures are all identical to the original values I made for the monster, and do not update to the updated values I've made on this same creature in the same note. Instead, an additional entry has been made to the bottom of the bestiary with the latest values (likely generated from running the plugin's Parse frontmatter command). I believe the nested creatures are counted by the settings menu Homebrew Creatures section, but are not updated/overwritten by the Parse frontmatter command (maybe it's not finding the creature values where it expects them to be?)

If it helps, Initiative Tracker is synced & counts the same number of creatures (15, in my case) as the Homebrew Creatures menu displays -- but the stats it pulls are the out of date original stats, not the newest version of the creature, and I cannot change it from the I.T. sidebar.

Happy to provide files/information as needed to troubleshoot.

  • bost-ty

Update Version on Obsidian Community Plugins

I was working with the plugin and noticed that I was still getting blocks rendering in 3 columns but #10 is marked as closed and when I checked the version it downloaded it has 1.5.7, is this the most updated and should it have fixed the 3 column bug? If not is it fixed in the beta 2.0.0 branch and should I update to that beta?

Feature Request: Template String Notation Block

This would be very useful for create complex custom layouts. Because it would allow us to run JS to format the data on view.

For example, one could take the normal stats and print only the modifiers without even printing the keys.

A rudimentary version of this should not be difficult to implement. Ideally one could write the template syntax with common readable variable names like such:

${ac} | ${hp}

But that might be a little more difficult than just taking the implementation of subheading and using that as such

${subheading[0]} | ${subheading[1]}

Im not familiar at all with svelte and still learning TS. So im worried im gona break something I don't understand. But on the render side something like this should work right?

<script lang="ts">
    import type { Monster } from "@types";
    import type { StringTemplateItem } from "src/data/constants";
    import { stringify } from "src/util/util";

    export let monster: Monster;
    export let item: StringTemplateItem;
    const templateItems: string[] = [];

    for (let property of item.properties) {
        if (property in monster) {
            templateItems.push(`${stringify(monster[property])}`);
        }
    }
    // it would have access to templateItems
    const text = new Function("return " + item.templateString + " ").call(item.templateString);
</script>

{#if templateItems.length}
    <div class="subheading">
        {text}
    </div>
{/if}

Removing Features from Statblock

Hey!

Thank you for this. The plugin is amazing.

I am wondering if it is possible to not replace but rather remove features from the statblock without using a custom layout. Sometimes it works and sometimes it doesnt. For example:

If I override spells like so

monster: spellcaster
spells:

The spells are removed (the entire section).

But if I want to remove a specific trait it doesnt work.

This leaves all traits intact.

monster: ...
traits:

And this removes the description but the trait stays.

monster: ...
traits:
- name: trait to remove
  desc: 

This would be very useful since premade statblocks are so bloated they take up my entire note (specially monsters of 6+ CR they usually have a bunch of not very relevant traits)....

[BUG] Layout issue when using Render as Markdown blocks

When using a custom layout where some blocks, such as Actions for example, are configured as 'Render as Markdown', the layout is slightly broken as unexpected empty lines appear (don't worry about the dice not being visible, that's expected (for now.....) when using markdown):

Example for the Goblin:
image

And here's the "normal" layout (i.e. without Render as Markdown):
image

@valentine195

I had been able to "fix" this issue by changing the following in MarkdownHolder.svelte:
<div use:markdown />

into something I'm not proud of... (especially the :global part)

<div class="statblock-markdown" use:markdown />

<style>
    .statblock-markdown {
        display: inline;
    }
    :global(.statblock-markdown p) {
        display: inline;
    }
</style>

Would you have a better fix or is this more ok than I think?

Thanks for your help.

Allowing bold and italics within the stat block

First of all, thank you for creating this. This is pretty awesome tool.

I have a request:
On adding Actions, like below, the "Ranged Spell Attack" is normally italicized. Can this be added?

[Ray of Frost, Ranged Spell Attack: +4 to hit, range 60 ft., one creature. Hit: 4 (1d8) cold damage, and the target’s speed is reduced by 10 feet until the start of the gnome’s next turn.]

Feature Request: Add custom logic for stat mod calculations

This is probably not a huge concern for most games. But for games like DCC RPG, they use a different calculation for their stat modifiers.

If there is already a way to do this I was not able to find it, so I'm currently using the regular one without modifiers shown.

Thanks in advance, if you decide to take this on.

improving the layout editor

Love that it is possible to create layouts. I am currently trying to make a pathfinder2e statblock layout.

The problem is, when dealing with a complex layout and moving stuff around in there the boxes will constantly resize and basically move the drop point because of that.
Making them only resize after dropping it off would improve the experience or make the blocks moveable by arrow keys so we can just navigate to the proper place.

thank you!

Feature Request: Custom statblock colour settings

I like the D&D statblock aesthetic but it can be a bit bright when on a dark background (especially with the glow). If it's possible, and easy enough, it would be great to have some simple colour options for the statblock. Nothing fancy, could even just be something like text, background, and border. Also an option to toggle the glow would be great.

I appreciate the hard work, it's a really cool plugin.

Showing in three columns

Looks like something is a little bit off,
For some reason, I'm getting the statblocks in three columns instead of two.

Screenshot 2021-09-28 at 11 18 31

DndAppfiles bestiaries do not pick up action texts

When importing any bestiary from DnDAppFiles I get the action names, but not the descriptive text to go with them. It exists in the XML.
For example from Adult Black Dragon:
<action> <name>Multiattack</name> <text> The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. </text> </action>
Here is what is shown. The action list continues on the next column but without any descriptive text.
Screenshot 2021-11-20 at 17 28 02

The same applies to legendary actions

Optional stats-field?

Hi Jeremy,
would it be possible to add an optional field to 5e-statblocks? Something like:
"fage_stats: [number, number, number, number, number, number, number, number, number]"

I am using Fantasy AGE and can recycle almost all fields of 5e statblocks, with the exception of "stats". Fantasy AGE uses instead the following 9 stats:

  • Accuracy
  • Communication
  • Constitution
  • Dexterity
  • Fighting
  • Intelligence
  • Perception
  • Strength
  • Willpower

Subheadings do not account for combined Types (type + tags)

Just noticed this when opening the statblock for Tarrasque, which has

{
"type" : {
"type" : "monstrosity",
"tags" : ["Titan"]
}
}

As its type, and in the beta it's parsed as [Object object], since in the Svelte file for the Subheading, properties are currently treated like Strings. I have tried out a quick solution for this, but I'm unable to compile it as I'm not too well-versed in TypeScript.

Could this be a solution?

if(monster[property]['tags'] !== undefined){
 subheading.push(`${monster['type']}`); 
 subheading.push('('+`${monster['tags']}`.join(', ')+')');
}
else{
 subheading.push(`${monster[property]}`);
}

granted it's pretty specific, but my current assumption is this will only be relevant for this very case.

Feature Request: Magic Item stat block

Would be awesome if you could have magic item stat blocks similar to the monster statblocks that allows customization as well. Love what you have done so far!!!

Some problems(?) with imported Homebrew monsters?

EDIT: FYI, the bundled in SRD works perfectly and isn't showing any problems described below. It's only when importing e.g. 5etools JSON MM (which obviously overrides some SRD).

First of all, I'm not a coder or anything so this might be a problem on my end, or just plain old user error.

The problem I'm seeing is the skills -line in a statblock doesn't seem to be working correctly. E.g. a goblin should have Stealth +6 listed in its statblock. However, imported and inserted goblin (5etools) doesn't have any skills listed at all (whole skills section is missing from the statblock, even though the data is actually present in the imported monster's data when browsing/editing it).

So in effect, the data is imported correctly into `obsidian-5e-statblocks\data.json´, but when using the code:

  statblock
monster: Goblin

to insert a goblin, the skills option is not visible/rendered.

After fooling around a while with imported Homebrew creatures, and looking at them with the edit function I found something that might be the culprit:

When I look an imported goblin I see this:

skillsaves:
  stealth: "6"

Or in JSON:

  "skillsaves": {
    "stealth": "6"
  },

However, if I change them to:

skillsaves:
  - stealth: "6"

or:

  "skillsaves": [
    {
      "stealth": "6"
    }
  ],

...it starts to work. So add one - to YAML and/or [ ] to JSON.

This seems to happen with all imported monsters, and after editing them as described above they start to work. Of course to get them working I'd have to go through each and every monster I've imported to see if a) they should have skills listed by cross referencing with the source, and b) fix them one by one with manual edits...

Also I've found an another problem:

Some monsters don't import all data on some specific fields, for example a Ghost. It's missing half of the resistances, even though they're listed in the JSON I'm trying to import.

"resist": [
				"acid",
				"fire",
				"lightning",
				"thunder",
				{
					"resist": [
						"bludgeoning",
						"piercing",
						"slashing"
					],
					"note": "from nonmagical attacks",
					"cond": true

In this case everything after "thunder", gets omitted. So the whole line: "; bludgeoning, piercing, and slashing from nonmagical attacks" doesn't get imported at all. In this case the problem is not just a display error like it was with the "skills problem" described above, but instead the data isn't imported at all (meaning it's also missing when browsing the imported monster through edit -functionality). Dunno if this is just some weird formatting 5e tools uses and thus is unfixable or something (something to do with "nested" stuff?).

Some other lines behaving like this, using the same ghost as an example, are:

Speed: is missing "(hover)" after normal speed information
Senses: is missing "passive Perception 11" after Darkvision 60 ft.

Also it seems 5etools is using some @tag stuff that isn't imported/ignored, and thus is causing some weird text to appear into some descriptions, but that's a minor thing (and easily fixable/noticeable when importing, as opposed to some game mechanic stuff just not being there at all). For example, a direct quote from imported Ghost:

> "The ghost can move through other creatures and objects as if they were {@quickref difficult terrain||3}"

Add in the ability to delete the standard SRD monsters

I'm using this plugin for pathfinder, i've created a custom layout, and it's worked well so far, problem is i've created a statblock called "Kobold", and now want to inherit from it in my other statblock "Yusdrayl". But instead it inherits from the SRD Kobold.

Ability Modifiers display incorrectly

Ability Modifiers display as the Ability Score halved (e.g. 18 (+ 9)).

Can be fixed be making sure the formula for Ability Modifiers is (Ability Score - 10)/2.

Add MD Links to Abilities/spells

Is it possible to allow MDLinks item in the abilities section like the following?

spells:
- Bob is a 4th-level spellcaster. Their spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). He has the following cleric spells prepared:
- Cantrips (at will): light
- 1st level (4 slots): command
- 2nd level (3 slots): hold person

Name with # doesn't allow escape.

In my Realm Works to Obsidian converter, I'm finding quite a few creatures have a name with "#number" at the end.

When this gets converted to your statblock, it looks like:

name: Creature #3

The #3 isn't displayed by your plugin, maybe because it thinks it is a tag. If I put "\" in front of "#3" to escape the nature of the #, then the statblock is displayed with "\#3" at the end (the "\" escape character is not removed).

How to save Homebrew monsters?

Hello! I'm just starting to use this and I cant figure out how to add my homebrew monster to 5e statblock settings. I've created a statblock for it in its own file, but it wont appear in the statblock settings. Is there some other way to add it I don't know about? Thank you in advance

Feature Request: Adding a section for bonus actions

Hey there!

I'm loving this plugin so far. Would it be possible to add a section for bonus actions in addition to regular and legendary actions? It would be useful for people who make homebrew creatures that utilize bonus actions a lot more for added versatility.

Thanks!

Trying to import from the DnDAppFill from FC5e is resulting in monster types not registering correctly.

Using the current Bestiary option from https://gum.co/ARlJi, it imports 1572 monsters from it, with the Filter Sources showing 10 sources:

Unknown  Shapechanger)
Yuan-Ti)  Orc)
Sorcerer)  Warlock)
Human)  Shadar-Kai)
Wizard)  Paladin)

Screenshot
Obsidian-5e-Monster-Screenshot

Can't link the XML, as Github says no to the file type. The options from that Gumroad FC5e Compendium are donation preferred but are free.

Could this be looked at?

Kind regards

Spell block not support link

I'm currently creating a custom layout for starfinder and i want to link the page of the spell in the spell block section of my statblock but, even after activating the "markdown" function on the layout option the link for other page don't work. I tested the same setting with other layout block (mainly trait block) and in this block the link work correctly.

it's possible to implement or correct the eventual bug for this fuction?
I love the plugin and if i can implement link to page or webpage for the spell this can become so much helpful for my statblock.
Thanks in advance!

Where to access an imported monster from 5eTools?

Hi Jeremy,

I've been attempting to import monsters from 5eTools, and despite the notification popping up "Succesfully imported 1 monsters", there seems to be no indication it's actually working. I haven't been able to use the monster field directly inside the statblock in a note to add anything other than the included SRD monsters, as well as homebrew monsters I've already added.

Additionally, no matter how many monsters are actually included in the json file I give, the notification only ever displays as "Succesfully imported 1 monsters".

Any help would be much appreciated.

Layout editor drop onto inline groups doesn't work

I'm unable to drag any property into an inline group. The group jump above or below my cursor.

edit: If you drag onto the group handle it seems to work. Anywhere in the dashed box it will not, though.

Feature Request: A generic table and list of strings & traits

Hi!

So I'm finally trying out the beta and building a fate core layout for NPCs (since fate doesn't have monsters as such, just entities that all have basically the same properties), and I could really use a simple list of strings. It could look like spells, for example, just without any constraints about content. If it could also have a section heading, like Traits, that'd be great too :) It'd be perfect for aspects of an entity. Thank you!

Another one that'd be really appreciated is a generic list of traits. It'd look just like traits (like Actions or Legendary actions), but it'd not be tied to a dictionary (or maybe a custom dictionary could be used? that'd be awesome too, that way I could build a library of stunts, for example :D but I can do that in a separate note anyway, and just copy-paste, so that's good too). So I could write something like:

skills:
    - [Fantastic (+6), Deceive and Fight]
    - [Superb (+5), Shoot, Burglary]
stunts:
    - [Takes One to Know One, Use Deceive instead of Empathy to create an advantage in social situations.]

Same with a generic table, without the calculations - so without the stuff in parenthesis if I make my own headings:

I'm attaching a main NPC stats as an example. (This image is not exhaustive though, just fyi, by default the NPC can also have items, and fate is meant to be extensible, so they'd often have more properties, based on the game setting.)

Changes to stat block in frontmatter are not reflected in references

Hello! Thank you for the excellent plugin, it's very cool and a clever thing to add to Obsidian.

This might just be Obsidian or iCloud sync not playing nice with plugins/refreshing content when requested, but I want to report it here just in case. I have checked and rechecked for formatting problems. I feel that I've read the README a few times and I hope I'm not missing something that I should be seeing. What I'm trying to do may not even be a feature of the plugin -- not sure!

My actions:

  1. Create statblock in frontmatter file in designated homebrew directory. Name it 'Bob', and give it normal values, including statblock: true.
  2. Run 'Parse Frontmatter for Creatures'.
  3. In a new note in a regular directory, add the embed for the statblock with name: Bob as the only property.
  4. Enter preview mode.

No creature is added to the Homebrew Creatures list in the plugin options menu. The embed preview in the note makes a blank, empty statblock (no content, just the red divider line): Screenshot 2022-03-07 223653

I'll peek at the code and see if I can figure out what I'm missing; any guidance or advice would be appreciated.

Feel free to ask for clarification on any points or steps and I'll respond as quickly as I'm able. Thank you!

Doesn't use updated statblock in preview pages

data.json.txt

Wouldn't let me upload the json file directly, so added the txt extension.

Seeing some oddness with the preview/read mode not using the new layout I created. Also seeing some of the "traits" not showing up. Could be something I did though. :D

Unable to Import Improved Initiative Monsters

I'm unable to import any monsters from Improved Initiative. I get a Successfully imported 0 monsters message and nothing is added to data.json. I'm on version 2.0.11 of the plugin. Here's an example file:

{
  "Creatures": [
    "open5e-oni"
  ],
  "Creatures.open5e-oni": {
    "Id": "open5e-oni",
    "Name": "Oni",
    "Path": "",
    "Link": "https://api.open5e.com/monsters/oni",
    "SearchHint": "oni\n                   giant\n                   \n                   lawful evil",
    "FilterDimensions": {
      "Level": "7",
      "Source": "Systems Reference Document",
      "Type": "giant ()"
    },
    "LastUpdateMs": 0,
    "Version": "3.2.6",
    "Source": "Systems Reference Document",
    "Type": "giant ",
    "HP": {
      "Value": 110,
      "Notes": "(13d10+39)"
    },
    "AC": {
      "Value": 16,
      "Notes": "(chain mail)"
    },
    "InitiativeModifier": 0,
    "InitiativeAdvantage": false,
    "Speed": [
      "walk 30 ft.",
      "fly 30 ft."
    ],
    "Abilities": {
      "Str": 19,
      "Dex": 11,
      "Con": 16,
      "Int": 14,
      "Wis": 12,
      "Cha": 15
    },
    "DamageVulnerabilities": [],
    "DamageResistances": [],
    "DamageImmunities": [],
    "ConditionImmunities": [],
    "Saves": [
      {
        "Name": "Dex",
        "Modifier": 3
      },
      {
        "Name": "Con",
        "Modifier": 6
      },
      {
        "Name": "Wis",
        "Modifier": 4
      },
      {
        "Name": "Cha",
        "Modifier": 5
      }
    ],
    "Skills": [
      {
        "Name": "Arcana",
        "Modifier": 5
      },
      {
        "Name": "Deception",
        "Modifier": 8
      },
      {
        "Name": "Perception",
        "Modifier": 4
      }
    ],
    "Senses": [
      "darkvision 60 ft.",
      "passive Perception 14"
    ],
    "Languages": [
      "Common",
      "Giant"
    ],
    "Challenge": "7",
    "Traits": [
      {
        "Name": "Innate Spellcasting",
        "Content": "The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:\n\nAt will: darkness, invisibility\n1/day each: charm person, cone of cold, gaseous form, sleep"
      },
      {
        "Name": "Magic Weapons",
        "Content": "The oni's weapon attacks are magical."
      },
      {
        "Name": "Regeneration",
        "Content": "The oni regains 10 hit points at the start of its turn if it has at least 1 hit point."
      }
    ],
    "Actions": [
      {
        "Name": "Multiattack",
        "Content": "The oni makes two attacks, either with its claws or its glaive."
      },
      {
        "Name": "Claw (Oni Form Only)",
        "Content": "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage."
      },
      {
        "Name": "Glaive",
        "Content": "Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form."
      },
      {
        "Name": "Change Shape",
        "Content": "The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size."
      }
    ],
    "BonusActions": [],
    "Reactions": [],
    "LegendaryActions": [],
    "MythicActions": [],
    "Description": "",
    "Player": "",
    "ImageURL": ""
  }
}```

Allow for manually specifying the proficiency bonus

I have tried to manually specify the proficiency bonus using the proficiency_bonus key in the stat block, but it looks like it's always set to be calculated from the CR. The problem is that for summoned creatures, the proficiency bonus is often equal to the castors or occasionally based on the level the spell was cast at. It would be nice to be able to specify that and have it show up like it does in the stat block of my source book.

Ex:
image

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