Advanced - Named Cells
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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!
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!
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
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
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
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.
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.
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.
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 |
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