Ok, from the post I linked: To find out things like that, the best way to do so is to use your
browser inspect the input you want to target. Just right click and
select "inspect" from the menu. If you are inspecting something that
isn't in a repeating section, then you only need to look at the
attribute name that gets highlighted by inspect. If you are in a
repeating section (like attacks, inventory, etc. on this sheet), then
you also need the repeating section name because a repeating section
attribute has 3 parts that are all separated by underscores. 1: repeating section name 2: row index or row ID 3: input attribute name. Any attribute in a repeating section has those 3 parts. They are always assembled in that order. You see the part that is highlighted includes name="attr_quantity". The
attr_ part is just telling Roll20 that this is an attribute, so you
drop that when you use it in a macro. Part 3 of the attribute here is
"quantity. Part 3 is what is highlighted when you hit inspect. As I said in the other post, you never use "attr_" as part of an attribute call. Part 3 on your sheet is "missileweapon_ammo". You can't try using this on it's own, because this attribute is part of a repeating section, so the macro needs to know which repeating section (part 1) and which row (part 2) in which to find this particular "missileweapon_ammo". If you look a little ways up, there is a line that has
name="repeating_gear". So the first part of the full attribute will be
"repeating_gear". If you follow the code up, in the code you inspect (I made sure it was included in my screenshot), you will find name="repeating_missileweapon". That means that "repeating_missileweapon is the repeating section name, and is part 1 of your attribute call for your macro. Since this was the first item, I should be able to tell which row of
repeating gear should be used to pull the quantity. But I could also
use the exact row ID. You can see a
data-reproid="-LxDUds84EK7BThOe8E0". That is the middle part if I want
this to work if that row gets moved to somewhere else in the inventory
list. In my screenshot, you can see the data-reproid. That can be used as the middle (part 2) part of the attribute call if there is a chance the player using this sheet will ever change the order of the weapons in this repeating section. This id number is generated when the row is created and will stay with it no matter where it is moved to. If they won't ever change the order, you can just use the row number instead. The rows start counting at 0, so the first row would be $0 if you are just using the row number. Row 3 would be $2, etc. So we have the following parts: 1. "repeating_missileweapon" 2. "-Mq6V2kEh7riAEL66zBu" (id) or $0 (row number) 3. "missileweapon_ammo" As stated above, all of these parts are put together separated by an underscore. Now, keep in mind that you can't blindly use what I have here. That id number is from the sheet I created, and will not work on yours, because you would need the unique ID you get from inspecting your sheet. If you use row number, then you need to use whatever corresponds to the row you are wanting to manipulate on your sheet. The row number I have there is for the first row. If I was to use this in ammo on the sheet I was inspecting, the attribute would be: repeating_missileweapon_-Mq6V2kEh7riAEL66zBu_missileweapon_ammo or repeating_missileweapon_$0_missileweapon_ammo That whole thing needs to replace where you are putting attr_missileweapon_ammo, after you have changed it to either use the correct row ID or row number that you need to manipulate on the sheet in your game. Edit: fixed a couple typos.