First Files
Once your file structure is created and your config file set up, the first files you need to create for your project are your master Pug and SCSS files. These will group all of your ./Pug/SCSS into a single final file that will be parsed by the scaffold. These master Pug and SCSS files will be the only Pug/SCSS files whose names do not start with an underscore (_
). If you used the K-scaffold Initializer, these files will already be setup for you.
Pug file
Your master Pug file will import the K-scaffold's pug library as well as be the entry point for all the rest of your Pug files. For a tabbed character sheet, this will look like:
//- projectName.pug
include k-scaffold
//- Other globally required pug files should be included here
- const templateName = 'project Name';
+hidden({name:'sheet version',value:0})
//- Now, for our actual sheet. We'll wrap this in a main element and give it an ID of main.
main#main
+tabs({name:'project-name',defaultActiveTab:'settings'})
+tab({name:'settings',button:{content:'settings',class:'material-icons'},container:'article',active:true})
include ./pug/_settings.pug
+tab({name:'pc',container:'article'})
include ./pug/_pc.pug
+tab({name:'npc',container:'article'})
include ./pug/_npc.pug
+hidden({name:'template start',value:`@{whisper}&{template:${templateName}} {{character_name=@{character_name}}} {{character_id=@{character_id}}}`})
+kscript('projectName')
//- All additional javascript files should start here
include ./js/_index.pug
//- projectName.pug
include k-scaffold
//- Other globally required pug files should be included here
- const templateName = 'project Name';
+hidden({name:'sheet version',value:0})
//- Now, for our actual sheet. We'll wrap this in a main element and give it an ID of main.
main#main
+tabs({name:'project-name',defaultActiveTab:'settings'})
+tab({name:'settings',button:{content:'settings',class:'material-icons'},container:'article',active:true})
include ./pug/_settings.pug
+tab({name:'pc',container:'article'})
include ./pug/_pc.pug
+tab({name:'npc',container:'article'})
include ./pug/_npc.pug
+hidden({name:'template start',value:`@{whisper}&{template:${templateName}} {{character_name=@{character_name}}} {{character_id=@{character_id}}}`})
+kscript('projectName')
//- All additional javascript files should start here
include ./js/_index.pug
This will create a basic tabbed layout that is used by many sheets that have multiple "sheets" that need to be available (e.g. PC vs. NPC). You'll add additioinal content to this by adding content to the various files that are included within each tab. You can do this by writing the pug for each tab directly in those files or by including additional sub files in them.
SCSS file
For your SCSS, you'll need to create two initial files. The first one will be the top level SCSS file that will act as an index for your other style files.
// projectName.scss
@use './scss/fonts';
@use './scss/general';
@use './scss/rolltemplate';
// projectName.scss
@use './scss/fonts';
@use './scss/general';
@use './scss/rolltemplate';
This file is very simple, and only acts as a directory to your active files. Within your scss/
directory, you'll create these additional files.
_fonts.scss
will be where you put your font import statement for any fonts you are using from google fonts. See the Roll20 wiki for information on how to format your font import. Note that the legacy font import should always be used so that your fonts will work in the roll template as well as the sheet._general.scss
will be where the styling for your sheet actually happens.
// ./scss/_general.scss
@use 'k-scaffold' as k;
@use './variables';
@use './components';
@use './sections';
html {
font-size: 16px;
}
body {
@include variables.all;
font-size: 1rem;
.ui-dialog {
.tab-content {
.charsheet {
@include k.defaultStyles;
@include components.all;
@include sections.all;
}
}
}
&.sheet-darkmode{
@include variables.dark;
}
}
// ./scss/_general.scss
@use 'k-scaffold' as k;
@use './variables';
@use './components';
@use './sections';
html {
font-size: 16px;
}
body {
@include variables.all;
font-size: 1rem;
.ui-dialog {
.tab-content {
.charsheet {
@include k.defaultStyles;
@include components.all;
@include sections.all;
}
}
}
&.sheet-darkmode{
@include variables.dark;
}
}
_rolltemplate.scss
will be where the styling for your roll template happens.
// ./scss/_rolltemplate.scss
@use 'k-scaffold' as k;
@use './variables';
@use './components';
// Change rolltemplate class name to match project's rolltemplate.
.sheet-rolltemplate-project-name{
@include variables.all;
@include k.defaultRollStyling;
@include components.all;
// Additional styling as needed here.
}
// ./scss/_rolltemplate.scss
@use 'k-scaffold' as k;
@use './variables';
@use './components';
// Change rolltemplate class name to match project's rolltemplate.
.sheet-rolltemplate-project-name{
@include variables.all;
@include k.defaultRollStyling;
@include components.all;
// Additional styling as needed here.
}
Templating
In addition to the creation of your pug and scss files, you can also create files that will act as templates for the creation of the sheet.json
and translation.json files for your sheet.
translation.json
The translation.json
template is simply a json files that contains translation keys that don't exist in your pug, or whose values are different from the value auto generated by the K-scaffold.
// ./source/translation.json
{
"key 1":"value of key 1"
}
// ./source/translation.json
{
"key 1":"value of key 1"
}
sheet.json
The K-scaffold will automatically insert the correct name of your html and css files in the generated sheet.json
file. In addition to this, you can specify the other fields of the sheet.json
file by putting them in the sheet.json
located in source/
. See the Roll20 wiki for more details on sheet.json
properties.
In addition, you can write the contents of the instructions
property using markdown format in the source/readme.md
file. This allows you to write detailed instructions for your sheet easily.