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The Sheet uses thousands of Named Cells to facilitate the creation of formulas. Althoug this page will not try to list all those named cells, the most useful ones are listed by category.
BACK to the [[Advanced User Guide]]
 
The Sheet uses thousands of Named Cells to facilitate the creation of formulas. Although this page will not try to list all those named cells, the most useful ones are listed by category.


== The Generic Named Cells ==
== The Generic Named Cells ==
The Generic Named Cells are [mostly] used to format the 'look' of class/race abilities. Refer to the [[Standard Practices]] for more information on this!


{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
Line 7: Line 10:
! style="background:#ffdead;" | Named Cells !! style="background:#ffdead;" | Description
! style="background:#ffdead;" | Named Cells !! style="background:#ffdead;" | Description
|-
|-
|CR || CR is used to add a Carriage return to the text of a formula
|BULLET || Adds a bullet for lists of abilities
|-
|style="background:#dddddd;" |CR||style="background:#dddddd;" | CR is used to add a Carriage return to the text of a formula
|-
|style="background:#ffffff;" |CRB||style="background:#ffffff;" | Same as doing CR&BULLET
|-
|style="background:#dddddd;" |CRT||style="background:#dddddd;" | Same as doing CR&TAB
|-
|style="background:#ffffff;" |CRTeB||style="background:#ffffff;" | Same as doing CRT&eBULLET
|-
|style="background:#dddddd;" |CRTs||style="background:#dddddd;" | Same as doing CR&TABs (or CR&TAB&TAB)
|-
|style="background:#ffffff;" |CRTss||style="background:#ffffff;" | Same as doing CRTs&TAB (or CR&TAB&TAB&TAB)
|-
|style="background:#dddddd;" |eBULLET||style="background:#dddddd;" | Similar to BULLER, but it uses an 'empty' bullet
|-
|TAB || This inserts a specific number of spaces to assist in formating lists of abilities
|-
|style="background:#dddddd;" |TABs||style="background:#dddddd;" | Same as doing ''TAB&TAB''
|}
|}


== The Boolean Named Cells ==
These Named Cells simply return a TRUE/FALSE value, based on the status of the Character. These all start with '''''b_'''''. The Laptop worksheet has special options which will override some of these values: The "No Armor" and "No Shield" check boxes. Basically, these allow you to tell the Sheet that you are NOT currently wearing/holding the Armor/Shield you defined on the Back worksheet! (this is useful only if you use The Sheet with your Laptop during games) For instance, if your character steps on a boat, you might want to remove your Full Plate Armor (not that you are going to sink or anything like that...!). Another situation is if you use the Two-Weapon Fighting style, you might want to use both hands for holding weapons, so your shield, even if defined in the [[Back Worksheet|Back worksheet]], will not be taken into consideration in your Armor Class!


== The Boolean Named Cells ==
These Named Cells simply return a TRUE/FALSE value, based on the status of the Character. These all start with ''b_''. The Laptop worksheet has 2 options which will override some of these values: The "No Armor" and "No Shield" checkboxes. Basically, these allow you to tell the Sheet that you are NOT currently wearing/holding the Armor/Shield you defined on the Back worksheet! (this is useful only if you use The Sheet with your Laptop during games) For instance, if your character steps on a boat, you might want to remove your Full Plate Armor (not that you are going to sink or anything like that...!). Another situation is if you use the Two-Weapon Fighting style, you might want to use both hands for holding weapons, so your shield, even if defined in the [[Back Worksheet|Back worksheet]], will not be taken into consideration in your Armor Class!
{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
|+ '''''Table: The Boolean named cells'''''
|+ '''''Table: The Boolean named cells'''''
Line 33: Line 54:
|style="background:#dddddd;" |b_WearingArmor|| style="background:#dddddd;" |TRUE: if the Character is wearing any kind of Armor
|style="background:#dddddd;" |b_WearingArmor|| style="background:#dddddd;" |TRUE: if the Character is wearing any kind of Armor
|}
|}


== The Integer Named Cells ==
== The Integer Named Cells ==
The Integer Named Cells contains integer values, and start with ''i_''. That group of Named Cells contains many useful data. Because they are very numerous, only the the most useful ones are listed.
The Integer Named Cells contains integer values, and start with '''''i_'''''. That group of Named Cells contains many useful data. Because they are very numerous, only the the most useful ones are listed.


=== Ability Scores ===
=== Ability Scores ===
Line 44: Line 66:
|i_STR|| The Strength ability score
|i_STR|| The Strength ability score
|-
|-
|style="background:#dddddd;" |i_STRModif|| style="background:#dddddd;" |The Strength modifier
|style="background:#dddddd;" |i_STRBonus|| style="background:#dddddd;" |The Strength bonus (if any)
|-
|style="background:#ffffff;" |i_STRModif|| style="background:#ffffff;" |The Strength modifier
|-
|style="background:#dddddd;" |i_DEX|| style="background:#dddddd;" | The Dexterity ability score
|-
|style="background:#ffffff;" |i_DEXBonus|| style="background:#ffffff;" |The Dexterity bonus (if any)
|-
|-
|i_DEX|| The Dexterity ability score
|style="background:#dddddd;" |i_DEXModif|| style="background:#dddddd;"|The Dexterity modifier
|-
|-
|style="background:#dddddd;"|i_DEXModif|| style="background:#dddddd;"|The Dexterity modifier
|style="background:#ffffff;" |i_CON|| style="background:#ffffff;" |The Constitution ability score
|-
|-
|i_CON|| The Constitution ability score
|style="background:#dddddd;" |i_CONBonus|| style="background:#dddddd;" |The Constitution bonus (if any)
|-
|-
|style="background:#dddddd;"|i_CONModif|| style="background:#dddddd;"|The Constitution modifier  
|style="background:#ffffff;"|i_CONModif|| style="background:#ffffff;"|The Constitution modifier  
|-
|-
|i_INT|| The Intelligence ability score
|style="background:#dddddd;" |i_INT|| style="background:#dddddd;" |The Intelligence ability score
|-
|style="background:#ffffff;" |i_INTBonus|| style="background:#ffffff;" |The Intelligence bonus (if any)
|-
|-
|style="background:#dddddd;"|i_INTModif|| style="background:#dddddd;"|The Intelligence modifier  
|style="background:#dddddd;"|i_INTModif|| style="background:#dddddd;"|The Intelligence modifier  
|-
|-
|i_WIS|| The Wisdom ability score
|style="background:#ffffff;" |i_WIS|| style="background:#ffffff;" |The Wisdom ability score
|-
|-
|style="background:#dddddd;"|i_WISModif|| style="background:#dddddd;"|The Wisdom modifier
|style="background:#dddddd;" |i_WISBonus|| style="background:#dddddd;" |The Wisdom bonus (if any)
|-
|-
|i_CHA|| The Charisma ability score
|style="background:#ffffff;"|i_WISModif|| style="background:#ffffff;"|The Wisdom modifier
|-
|style="background:#dddddd;" |i_CHA|| style="background:#dddddd;" |The Charisma ability score
|-
|style="background:#ffffff;" |i_CHABonus|| style="background:#ffffff;" |The Charisma bonus (if any)
|-
|-
|style="background:#dddddd;"|i_CHAModif|| style="background:#dddddd;"|The Charisma modifier
|style="background:#dddddd;"|i_CHAModif|| style="background:#dddddd;"|The Charisma modifier
|}
|}


=== Attacks and Saves ===
=== Attacks and Saves ===
Line 87: Line 120:
|i_BaseWill|| The base Will modifier
|i_BaseWill|| The base Will modifier
|}
|}
=== Non-Ability Scores ===
{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
|+ '''''Table: The Integer named cells for Non-Ability Scores'''''
! style="background:#ffdead;" | Named Cells !! style="background:#ffdead;" | Description
|-
|i_CharacterLevel|| The character's level (e.g. sum of all class levels)
|-
|style="background:#dddddd;"|i_TotalHP|| style="background:#dddddd;"|The character's total hit points
|-
|i_BaseSpeed||The character's base land speed (e.g. 20, 30, etc)
|-
|style="background:#dddddd;"|i_Speed|| style="background:#dddddd;"|The character's current speed (adjusted for armor, load, enhancement, etc)
|}
== The Tables Named Cells ==
The tables named cells all start with '''''t_'''''. They represent various tables used by the Sheet.
{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
|+ '''''Table: The Tables named cells'''''
! style="background:#ffdead;" | Named Cells !! style="background:#ffdead;" | Description (Location)
|-
|t_Class || Contains all the classes defined in the Sheet (Class worksheet)
|-
| style="background:#dddddd;" | t_Races|| style="background:#dddddd;" |Contains all the races defined in the Sheet (Race worksheet)
|-
|t_CustomData || A 30x100 table used to define custom data (Customize worksheet)
|}
=== Single column tables ===
Since TOS+ version 5.160, you can use any single-column tables in the Modif column of the Active Effects table... Here is a list of the most interesting of these tables.
{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
|+ '''''Table: The Single Columns Tables '''''
! style="background:#ffdead;" | Named Cells !! style="background:#ffdead;" | Description (Location)
|-
|t_YesNo || A simple Yes/No table (Tables worksheet)
|-
| style="background:#dddddd;" | t_CustomData1...30|| style="background:#dddddd;" |Column 1 of the '''t_CustomData''' table (Customize worksheet)
|-
|t_1to5..6..7..8..9..10..15..20..30..100 || Lists of numbers  (Tables worksheet)
|-
| style="background:#dddddd;" | t_AbilitiesShort|| style="background:#dddddd;" |The shorthand for the six ability scores (Tables worksheet)
|-
|t_ActiveEffectN || The list of active effects in the Active Effects table (Laptop worksheet)
|-
|t_AlignedAttack || Chaos, Evil, Good, Law (Laptop worksheet)
|-
| style="background:#dddddd;" | t_Alignment || style="background:#dddddd;" |The nine possible alignments (Tables worksheet)
|-
|t_ArcaneCastingClass || The arcane casting classes of your Character (max 3) (Tables worksheet)
|-
|t_ArmorTypes || Types of Armor (Light, Medium, Heavy) (Tables worksheet)
|-
| style="background:#dddddd;" | t_BaseSpeed, t_10to100step10 || style="background:#dddddd;" | 10 to 100, with a step of 10 (Tables worksheet)
|-
|t_BodyLocations || The various Body Locations of your Character (Tables worksheet)
|-
| style="background:#dddddd;" | t_DRTypes || style="background:#dddddd;" | The various ''Damage Reductions'' (Tables worksheet)
|-
|t_DivineCastingClass|| The divine casting classes of your Character (max 3) (Tables worksheet)
|-
|t_ElementalTypes|| The four types of Elementals (Tables worksheet)
|-
| style="background:#dddddd;" | t_EnergyTypes || style="background:#dddddd;" | The five energy types (with Sonic) (Tables worksheet)
|-
|t_EnergyTypesNoSonic|| The energy types, but without Sonic (Tables worksheet)
|-
|t_Saves|| Types of Saves (i.e. Fortitude, Reflex, Will) (Tables worksheet)
|-
|t_SchoolNames|| Types of Saves (i.e. Fortitude, Reflex, Will) (Tables worksheet)
|-
| style="background:#dddddd;" | t_TrueFalse || style="background:#dddddd;" | True and False (best to use '''t_YesNo'''?)(Tables worksheet)
|}
== The Class Feature Cells ==
These Named Cells contain values -- usually integer, sometimes other types -- relating to a Class Feature.  They combine the effects of different classes that "stack" for a given feature.
{| border="1" width="80%" align="center" class="wikitable" style="text-align:left" cellpadding="1" cellspacing="0"
|+ '''''Table: The Class Feature named cells'''''
! style="background:#ffdead;" | Named Cells !! style="background:#ffdead;" | Description
|-
|i_XP || The character's current experience points (totaled from the XP sheet); an integer
|-
| style="background:#dddddd;" |lvl_*class*|| style="background:#dddddd;" | The character's level in an SRD class (for fighter, lvl_Fighter; for wizard, lvl_Wizard; and so forth); an integer
|-
|lvl_Custom1 || The character's level in the first custom class; an integer
|-
| style="background:#dddddd;" |lvl_Custom2 || style="background:#dddddd;" | The character's level in the second custom class; an integer
|-
|lvl_Custom3 || The character's level in the third custom class; an integer
|-
| style="background:#dddddd;" |res_SneakAttackDices|| style="background:#dddddd;" | The character's sneak attack bonus (1d6, 2d6, etc); text
|-
|i_LevelForTurnUndead || The character's effective "cleric level" for turning/rebuking undead; an integer
|-
| style="background:#dddddd;" |i_ClassWithUncannyDodge|| style="background:#dddddd;" | This integer has a value of zero PLUS one for each class currently giving the Uncanny Dodge feature
|-
|i_LevelForFoB || The character's effective "monk level" used to determine Flurry of Blows modifiers (if greater than zero, FoB allowed); an integer
|-
| style="background:#dddddd;" |i_LevelForUnarmedDamage|| style="background:#dddddd;" | The character's effective "monk level" for determining unarmed damage; an integer
|-
|res_ArcaneSpellLevel|| The highest level arcane spell the character can cast; an integer
|-
| style="background:#dddddd;" |res_DivineSpellLevel|| style="background:#dddddd;" | The highest level divine spell the character can cast; an integer
|}
BACK to the [[Advanced User Guide]]

Latest revision as of 15:29, 15 May 2018

BACK to the Advanced User Guide

The Sheet uses thousands of Named Cells to facilitate the creation of formulas. Although this page will not try to list all those named cells, the most useful ones are listed by category.

The Generic Named Cells

The Generic Named Cells are [mostly] used to format the 'look' of class/race abilities. Refer to the Standard Practices for more information on this!

Table: The Generic named cells
Named Cells Description
BULLET Adds a bullet for lists of abilities
CR CR is used to add a Carriage return to the text of a formula
CRB Same as doing CR&BULLET
CRT Same as doing CR&TAB
CRTeB Same as doing CRT&eBULLET
CRTs Same as doing CR&TABs (or CR&TAB&TAB)
CRTss Same as doing CRTs&TAB (or CR&TAB&TAB&TAB)
eBULLET Similar to BULLER, but it uses an 'empty' bullet
TAB This inserts a specific number of spaces to assist in formating lists of abilities
TABs Same as doing TAB&TAB

The Boolean Named Cells

These Named Cells simply return a TRUE/FALSE value, based on the status of the Character. These all start with b_. The Laptop worksheet has special options which will override some of these values: The "No Armor" and "No Shield" check boxes. Basically, these allow you to tell the Sheet that you are NOT currently wearing/holding the Armor/Shield you defined on the Back worksheet! (this is useful only if you use The Sheet with your Laptop during games) For instance, if your character steps on a boat, you might want to remove your Full Plate Armor (not that you are going to sink or anything like that...!). Another situation is if you use the Two-Weapon Fighting style, you might want to use both hands for holding weapons, so your shield, even if defined in the Back worksheet, will not be taken into consideration in your Armor Class!

Table: The Boolean named cells
Named Cells Description
b_HeavyArmor TRUE: if the Character is currently wearing an Heavy Armor
b_HeavyLoad TRUE: if the current Load Class is Heavy
b_HoldingShield TRUE: if the Character is holding a Shield UNLESS you selected "No Shield" on the Laptop worksheet
b_LightArmor TRUE: if the Character is wearing a Light armor, or no armor OR if you selected "No Armor" on the Laptop worksheet
b_LightLoad TRUE: if the Load Class (from Gear) is Light
b_MediumArmor TRUE: if the Character is wearing a Medium Armor
b_MediumLoad TRUE: if the Load Class (from Gear) is Medium
b_WearingArmor TRUE: if the Character is wearing any kind of Armor


The Integer Named Cells

The Integer Named Cells contains integer values, and start with i_. That group of Named Cells contains many useful data. Because they are very numerous, only the the most useful ones are listed.

Ability Scores

Table: The Integer named cells for Ability Scores
Named Cells Description
i_STR The Strength ability score
i_STRBonus The Strength bonus (if any)
i_STRModif The Strength modifier
i_DEX The Dexterity ability score
i_DEXBonus The Dexterity bonus (if any)
i_DEXModif The Dexterity modifier
i_CON The Constitution ability score
i_CONBonus The Constitution bonus (if any)
i_CONModif The Constitution modifier
i_INT The Intelligence ability score
i_INTBonus The Intelligence bonus (if any)
i_INTModif The Intelligence modifier
i_WIS The Wisdom ability score
i_WISBonus The Wisdom bonus (if any)
i_WISModif The Wisdom modifier
i_CHA The Charisma ability score
i_CHABonus The Charisma bonus (if any)
i_CHAModif The Charisma modifier

Attacks and Saves

Table: The Integer named cells for Attacks and Saves
Named Cells Description
i_BaseAttack The base attack of the character
i_2ndBaseAttack The second base attack (if any)
i_3rdBaseAttack The third base attack (if any)
i_4thBaseAttack The fourth base attack (if any)
i_BaseFortitude The base Fortitude modifier
i_BaseReflex The base Reflex modifier
i_BaseWill The base Will modifier


Non-Ability Scores

Table: The Integer named cells for Non-Ability Scores
Named Cells Description
i_CharacterLevel The character's level (e.g. sum of all class levels)
i_TotalHP The character's total hit points
i_BaseSpeed The character's base land speed (e.g. 20, 30, etc)
i_Speed The character's current speed (adjusted for armor, load, enhancement, etc)


The Tables Named Cells

The tables named cells all start with t_. They represent various tables used by the Sheet.

Table: The Tables named cells
Named Cells Description (Location)
t_Class Contains all the classes defined in the Sheet (Class worksheet)
t_Races Contains all the races defined in the Sheet (Race worksheet)
t_CustomData A 30x100 table used to define custom data (Customize worksheet)

Single column tables

Since TOS+ version 5.160, you can use any single-column tables in the Modif column of the Active Effects table... Here is a list of the most interesting of these tables.

Table: The Single Columns Tables
Named Cells Description (Location)
t_YesNo A simple Yes/No table (Tables worksheet)
t_CustomData1...30 Column 1 of the t_CustomData table (Customize worksheet)
t_1to5..6..7..8..9..10..15..20..30..100 Lists of numbers (Tables worksheet)
t_AbilitiesShort The shorthand for the six ability scores (Tables worksheet)
t_ActiveEffectN The list of active effects in the Active Effects table (Laptop worksheet)
t_AlignedAttack Chaos, Evil, Good, Law (Laptop worksheet)
t_Alignment The nine possible alignments (Tables worksheet)
t_ArcaneCastingClass The arcane casting classes of your Character (max 3) (Tables worksheet)
t_ArmorTypes Types of Armor (Light, Medium, Heavy) (Tables worksheet)
t_BaseSpeed, t_10to100step10 10 to 100, with a step of 10 (Tables worksheet)
t_BodyLocations The various Body Locations of your Character (Tables worksheet)
t_DRTypes The various Damage Reductions (Tables worksheet)
t_DivineCastingClass The divine casting classes of your Character (max 3) (Tables worksheet)
t_ElementalTypes The four types of Elementals (Tables worksheet)
t_EnergyTypes The five energy types (with Sonic) (Tables worksheet)
t_EnergyTypesNoSonic The energy types, but without Sonic (Tables worksheet)
t_Saves Types of Saves (i.e. Fortitude, Reflex, Will) (Tables worksheet)
t_SchoolNames Types of Saves (i.e. Fortitude, Reflex, Will) (Tables worksheet)
t_TrueFalse True and False (best to use t_YesNo?)(Tables worksheet)

The Class Feature Cells

These Named Cells contain values -- usually integer, sometimes other types -- relating to a Class Feature. They combine the effects of different classes that "stack" for a given feature.

Table: The Class Feature named cells
Named Cells Description
i_XP The character's current experience points (totaled from the XP sheet); an integer
lvl_*class* The character's level in an SRD class (for fighter, lvl_Fighter; for wizard, lvl_Wizard; and so forth); an integer
lvl_Custom1 The character's level in the first custom class; an integer
lvl_Custom2 The character's level in the second custom class; an integer
lvl_Custom3 The character's level in the third custom class; an integer
res_SneakAttackDices The character's sneak attack bonus (1d6, 2d6, etc); text
i_LevelForTurnUndead The character's effective "cleric level" for turning/rebuking undead; an integer
i_ClassWithUncannyDodge This integer has a value of zero PLUS one for each class currently giving the Uncanny Dodge feature
i_LevelForFoB The character's effective "monk level" used to determine Flurry of Blows modifiers (if greater than zero, FoB allowed); an integer
i_LevelForUnarmedDamage The character's effective "monk level" for determining unarmed damage; an integer
res_ArcaneSpellLevel The highest level arcane spell the character can cast; an integer
res_DivineSpellLevel The highest level divine spell the character can cast; an integer


BACK to the Advanced User Guide