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IIRC, that script was always a nightmare to update. As both platforms evolve (neither one having incentive to support cross-platform, third party tools) they constantly change little things about the data structure. In fact, DnDB went so far as to hide their JSON which used to be very easy to get to. Ther have been threads dedicated to keeping the script up to date, but they usually wound up in frustration. If you really need cross platform integration, you could try the Beyond20 extension, but personally I feel like that's trying to type while wearing mittens.
I will report this via the bug reporter, but it appears to be a content issue rather than a technical issue and the form felt geared toward the latter.
In the 5e Charactermancer, the tool or instrument proficiency provided by the Monk class is missing.
I understand the issue with BeyondImporter script and I agree it has always been buggy. However, it is convenient when it works.
A follow up question then. If the red delete button does not work when the list has been unlocked, is there any other way to delete the entry?
That's a new one on me. Is it only one character, one item, or across the board? Are you using a supported browser, and does the problem continue in a private browsing window?
That sounds like an issue with the row IDs. If you right click on a problem entry, then click 'inspect' you should get a devtools element inspector. Up the tree a little should be a <div class="repitem"> entry:
This also contains the row ID - are you able to check what it is?
Also with devtools still open, there should be a tab called "console". If you change to that, then try to delete the row, do any logs pop up each time you click?
keithcurtis said:
That's a new one on me. Is it only one character, one item, or across the board? Are you using a supported browser, and does the problem continue in a private browsing window?
It is for several characters, not all, and it only affects the first item in the list. The import creates several blank entries and I was able to delete the others except the first blank entry. I am using supported browsers (firefox, chrome) but I have not tested private browsing mode. I will check and provide update.
Oosh said:
That sounds like an issue with the row IDs. If you right click on a problem entry, then click 'inspect' you should get a devtools element inspector. Up the tree a little should be a <div class="repitem"> entry:
This also contains the row ID - are you able to check what it is?
Also with devtools still open, there should be a tab called "console". If you change to that, then try to delete the row, do any logs pop up each time you click?
Interesting. I will check and provide update.
I have two rows of extraneous resource blocks on my character sheet (the bottom four boxes labeled "Other Resource") which refuse to be deleted. The "unlock" button brings up the little red rubbish cans, but clicking on them does nothing. I'm reluctant to regenerate the character sheet because I also remember that it was quite a chore trying to actually apply names to the resource boxes in the first place.
You can't just enter the numbers in the last row into the third row? Hopefully that would allow you to delete the last row. Also, what difficulty arose when trying to put values in the other boxes? You should be able to just click and start typing.
Try reordering them (the blank ones). I have been able to replicate the problem of not being able to delete with the trash can, but using the reordering handle made them disappear. For the resource boxes with no name, either clear out the numbers or give the boxes names so they appear in the Attributes tab. You should be able to find them in the attributes tab and delete from there.
Edit: Also, check your inventory that you do not have a blank inventory item that has the 'Use as a Resource' checkbox checked. Normally, you can't add a blank item as a resource (the box unchecks itself) but your sheet might be corrupted.
If none of that works, you might have to put in a Help Center Request.
I can confirm the behavior in the post above with the components field.
For some reason it has a css margin of 17px. If this is removed, the behavior doesn't quite go away, but it is completely usable.
For those to whom this glitch is debilitating and don't wish to wait for a fix, you can overcome it with Stylus, using
.spell-container .spell .options input[name=attr_spellcomp_materials] {
margin-left: 0px;
width: 221px;
}
keithcurtis said:
Components field causes shifting of spell block on Edit
I can confirm the behavior in the post above with the components field.
For some reason it has a css margin of 17px. If this is removed, the behavior doesn't quite go away, but it is completely usable.
For those to whom this glitch is debilitating and don't wish to wait for a fix, you can overcome it with Stylus, using
.spell-container .spell .options input[name=attr_spellcomp_materials] {
margin-left: 0px;
width: 221px;
}
Thx for this workaround, but I do not want to use another extension as this causes other bugs (especially Stylus)... I don't get why this bug is still not fixed?! It is known for at least 2 years (!!!) by now!
Yeah, I don't recommend Stylus as a fix for the interface except in two instances:
1) It's not likely to ever change because of some Accessibility requirement I don't need.
or
2) I need a fix now, in order to make things work right.
FWIW, I don't think I've ever come across that display bug while playing. I don't mess with that field, I guess.
keithcurtis said:
Yeah, I don't recommend Stylus as a fix for the interface except in two instances:
1) It's not likely to ever change because of some Accessibility requirement I don't need.
or
2) I need a fix now, in order to make things work right.
FWIW, I don't think I've ever come across that display bug while playing. I don't mess with that field, I guess.
Normally, I won't use that field either. BUT if you want to use spells correctly and don't have an Arcane Focus that replaces some of the Material components, you need to put in the ingredients needed... and every time you do so, this bug is present...
Are you homebrewing spells, or just using the field to copy from? There might be other ways to get at what you need.
Hmm, that would be a fun little scriptlet: Component pouch. Goes through all spells and makes a composite list of all non-cost items and cost items that are not consumed.
keithcurtis said:
Are you homebrewing spells, or just using the field to copy from? There might be other ways to get at what you need.
Hmm, that would be a fun little scriptlet: Component pouch. Goes through all spells and makes a composite list of all non-cost items and cost items that are not consumed.
Usually I drag'n drop the spells from the Compendium. If a spell is not included there I copy it from the wiki (first copy it to notepad to remove custom formatting) or type in the ingredients manually.
Are spell tracking still not working?
Like my players can "Prepare" (select as many spells as they want) as a wizard. All the spells are listed in the attack area, AND the spell slots remaining does not go down when used.
And its sad. :(
You need a pro account to have it automatically deduct the spell slot from the sheeting using the API.
Samera said:
Are spell tracking still not working?
Like my players can "Prepare" (select as many spells as they want) as a wizard. All the spells are listed in the attack area, AND the spell slots remaining does not go down when used.
And its sad. :(
Kilter said:
You need a pro account to have it automatically deduct the spell slot from the sheeting using the API.
And setting !spelltracking on
Hello,
One of my player's are unable to level up via the charactermancer. It stalls on the welcome page, and neither allows "next" or "opt out" to be clicked. I've already attempted to delete "active" from the "pmancer_status" as suggested in a couple forum posts; this allows us to escape the charactermancer welcome screen, but the problem repeats if attempted again.
I'd really like to avoid starting a fresh character sheet for her if possible - she has been customising spell descriptions and I'd hate for her efforts to go to waste.
Does anyone know what might be causing this?
Samera said:
Are spell tracking still not working?
Like my players can "Prepare" (select as many spells as they want) as a wizard. All the spells are listed in the attack area, AND the spell slots remaining does not go down when used.
And its sad. :(
You (or your GM if you are just playing) need to be pro to use an API Script to have it update automatically.
Keyless said:
Hello,
One of my player's are unable to level up via the charactermancer. It stalls on the welcome page, and neither allows "next" or "opt out" to be clicked. I've already attempted to delete "active" from the "pmancer_status" as suggested in a couple forum posts; this allows us to escape the charactermancer welcome screen, but the problem repeats if attempted again.I'd really like to avoid starting a fresh character sheet for her if possible - she has been customising spell descriptions and I'd hate for her efforts to go to waste.
Does anyone know what might be causing this?
Hi Keyless,
No idea what might be going on, but I'd suggest at least making a backup copy or two of the character if you want to experiment any more. (Actually, probably best to experiment on the copies.) just to avoid losing any data. You could try filing a Help Center Request.
Hello.
I'm not sure if this has already been mentioned or if this is the right thread to post it on, but it seemed the most relevant topic.
The recent addition of the Short/Long rest buttons have gone down brilliantly with my players, making taking a rest far quicker and easier. Any chance this feature could be expanded to include a 'dawn' option for items such as the 'Wand of Magic missiles' and similar which regains a certain number of charges each day at dawn.
I have seen many magic items which work this way and im sure there will probably be some features somewhere (although i havent looked) which might benefit from this option to the existing mechanic.
Cheers
Mike
Lexin said:
Dark mode baffles me. I don't see that it adds anything useful and it can't be used with some of the character sheets I use - this one and the one for AD&D2e.
It is up to sheet authors to make their sheets work with dark mode. You are using a community sheet, so whoever is maintaining it will be making the decisions on when/how/if dark mode has any affect on the sheet and roll templates.
I noticed that we seem to have a new attribute, npc_pb, and that Proficiency Bonus now appears on the NPC sheet. That's great, but it defaults to 0. This means that every new NPC, whether created manually or dragged from the compendium, has a PB of 0. This doesn't look great, especially for creators who have a backlog of adventures on the marketplace.
There are a few solutions that I can think of that would help the situation:
Any of those would be a vast improvement over the current situation, which shows an impossible value of "0" for PB unless manually set by the GM.
Brian C. said:
Any of those would be a vast improvement over the current situation, which shows an impossible value of "0" for PB unless manually set by the GM.
I agree. I'm also curious as to whether or not this number determines spell DCs.
It would be helpful if the character sheet had a section that automatically calculated and showed the various special movement values for characters. More specifically:
As an add-on a check-box to show values if you have boots of springing and striding would also be useful.
The calculations are not particularly hard, but I find that in practice many/most players won't know them and often need to look them up when the circumstances arise.
Hi all,
With the new long/short rest toggle possibility, i was kindda disappointed to see that the only option is to reset the object uses.
Most of the objects uses are depending on a formula for the reset (for example, a wand is usually [1d6+something] recharge on a long or short rest).
An object only having use left out of ten shouldn't get back to on a rest...
Also, some objects can recharge on both a long or a short rest.
A possibility should be given to be able to recharge on BOTH short or long rest.
I believe a long rest subsumes a short rest. I.e. if you take a long rest, short rest recovery is also triggered. I can't think of any resource in the game that is recovered only on a short rest.
But yeah, more options would be nice. A formula for charge recovery. Ammo recovery according to the 50% rule. An optional multiplier for PB.
Hit dice should also be asked on a short rest, some arcanist spell casting abilities....
Good thing that this is emplemented, but yeah still needs some improvements or reminders (a little like the "resting in style" script was doing)
Hello,
I'm experiencing Bug with leveling up and choosing feat that have additional options. Windows for aditional choices don't appear.
Any way to solve this?
I have a more fundamental question about the "Rest" option. How does one actually get it to do anything? I've enabled it on my character sheets, and the buttons appear, but nothing apparent happens when I press them (Long Rest does not restore HP or Spell Slots, and Short Rest does not restore Bardic Inspiration or prompt for Hit Dice to expend). What am I missing?
Plejkie said:
Hello,
I'm experiencing Bug with leveling up and choosing feat that have additional options. Windows for aditional choices don't appear.
Any way to solve this?
Can you give an example? Most feats don't do anything mechanically to the character other than write the text to the features section of the sheet.
keithcurtis said:
Plejkie said:
Hello,
I'm experiencing Bug with leveling up and choosing feat that have additional options. Windows for aditional choices don't appear.
Any way to solve this?
Can you give an example? Most feats don't do anything mechanically to the character other than write the text to the features section of the sheet.
For example chef feat lets you choose between +1 wis or +1 con, skill expert lets you choose proficiency and expertise to skill(s) , elven accuracy lets you choose one ability score inrease. that additional Window that always appeared isn't there.
keithcurtis said:
I believe a long rest subsumes a short rest. I.e. if you take a long rest, short rest recovery is also triggered. I can't think of any resource in the game that is recovered only on a short rest.
But yeah, more options would be nice. A formula for charge recovery. Ammo recovery according to the 50% rule. An optional multiplier for PB.
Plejkie said:
keithcurtis said:
Plejkie said:
Hello,
I'm experiencing Bug with leveling up and choosing feat that have additional options. Windows for aditional choices don't appear.
Any way to solve this?
Can you give an example? Most feats don't do anything mechanically to the character other than write the text to the features section of the sheet.
For example chef feat lets you choose between +1 wis or +1 con, skill expert lets you choose proficiency and expertise to skill(s) , elven accuracy lets you choose one ability score inrease. that additional Window that always appeared isn't there.
This ... exactly.
Also, Tough Feat is not adjusting Maximum HP total either.
As well as additional spells being counted when your spell modifier goes up in the same level up. The spells section needs a complete overhaul. The slots should be counted on the back-end, but the memory should be counted per class during level up. It has a section to compile from source (Paladin, Sorcerer, Domain Spell, etc.) but yet groups them all together and prevents proper spell memorizing, Let alone the wizard's additional spell learning that should be notated that they learned the spell from copying it (thereby being ignored when getting a new 2 spells during level up); you can provide an additional sheet for it (Merlin's Spellbook), but it's kinda tedious at that point, going between two different sheets during Long rest just so you can swap spells because the charactermancer doesn't denote things properly.
Feat options Window issue solved. Thanks for Swift support!
If the spells mechanic could get some love that would be great too
Plejkie said:
Feat options Window issue solved. Thanks for Swift support!
If the spells mechanic could get some love that would be great too
How was it solved? In case anyone else reading this section later has the same issue.
Is anyone getting a difference in the listed spell save DC when the click on a spell in the spell list vs when they click on the "spell description in the chat window" speech bubble next to the spell's name?
Does the spell in its attributes suggest a different spellcasting ability than the sheet? I can force a discrepancy that way. For example, changing my bard's spellcasting ability from Charisma to Strength, within the spell description, causes the spell as cast to use my charisma, but the description to use strength. This seems wrong. The save seems like it should be trumped by whatever ability is indicated in the description, despite how it is presented in chat.
I am still having this issue, I tried to level up my Warlock, and none of the feats that add things were letting me select stuff as before. The example Plejkie gave I still see no options to choose, I wanted to do the Eldritch Adept feat, but it doen't allow me to choose a new Evocation as it should. To test out I tried every feat that is suppose to give a choice and none of them actually pull anything up.
keithcurtis said:
Plejkie said:
Feat options Window issue solved. Thanks for Swift support!
If the spells mechanic could get some love that would be great too
How was it solved? In case anyone else reading this section later has the same issue.
There seems to be a flaw with the charactermancer that I've noticed since MMoM came out:
The charactermancer correctly states:
"When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy."
However, it presents the option to choose 3 ability scores to increase, giving +1 to each. There is no provision for giving one ability score a +2 and another +1. In fact, the charactermancer complains (later on - in the "Review" step) if you don't choose 3 ability scores.