Advanced - Named Cells

From Wiki for The Only Sheet
Revision as of 09:42, 15 May 2011 by Admin (talk | contribs)
Jump to navigation Jump to search

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
t_Class Contains all the classes defined in the Sheet (Class worksheet)
t_Races Contains all the races defined in the Sheet (Race 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