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Didn't take me long to break it... mule help please

1701876859

Edited 1701879019
I am trying to set up a mule following Kurt J's directions, make a muie, get its ID add that to his script, add Abilities to the mule for each macro (done every light source using token mod and tested, all work) then set up Attributes TemplateCategory1 ( and in this case 2 as well), inserted macro names following case in the LH column and a title in RHS.  LH column is in this format:  Candle;Bullseye-Lantern;Hooded-Lantern-ON;Hooded-Lantern-SHIELD;Lamp;Torch Run macro and it definitely accesses the mule but I get this (just noticed typo on cont flame but hey ho).  No doubt something obvious, can anyone point me in the right direction? this is an example of one of the Abilities ( I also tried --@token-mod|  removing the {{ }} and using _set, same outcome) !token-mod {{   --set     emits_bright_light|on     bright_light_distance|5     emits_low_light|on     low_light_distance|5 }}
1701879836
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Not sure what script you are using, but the button syntax that is displayed in that image isn't valid for roll20.
1701879867

Edited 1701881408
Did you happen to edit the script in the Roll20 interface by chance? NOTE 2: EDITING THIS SCRIPT WITH THE IN-GAME EDITOR *WILL* BREAK IT. PLEASE COPY THIS SCRIPT --/| TO A TEXT EDITOR LIKE NOTEPAD AND EDIT THERE AND PASTE INTO ROLL20. Things work ok when I copy the macro in from a text editor but I get weird formatting when I make even a 1 character change in Roll20 itself. EDIT: I am assuming you are using Kurt's  Macro Button Menu Template ScriptCard EDIT2: This manifests in the Mod(API) Console for me in the following way: When I edit the scriptcard in roll20 it looks to mess up the string variable for the mule ID and so the array has something like this: "ArrayVariable: abilities, Value: [*[¯oMuleCharID]:TemplateCategory1]" Whereas it shows up fine as the attribute list when I just copy in from the editor: "ArrayVariable: abilities, Value: candle,torch,hooded-lantern,no-light-sources"
Ahh I was able to replicate this if I get the name of the mule in the ScriptCard to not match the name of the actual character. If the ID matches, things pull fine but when the name is a mismatch it doesn't generate the button and instead outputs the text like you have.
Thanks both Scott, the button format comes from the script and is not in a part that I edit, so I believe it is OK, <a href="https://wiki.roll20.net/Script:ScriptCards#Ability_Macro_Sheetbuttons" rel="nofollow">https://wiki.roll20.net/Script:ScriptCards#Ability_Macro_Sheetbuttons</a> also shows the same Joshua I had to test to be sure I hadn't edited in Roll20, so I took a fresh copy of the script and also dropped that in Notepad and made a fresh macro, still no joy
We might have cross posted but check the name of your mule. If I have a name mismatch between the actual character and the variable in the ScriptCard my output looks like yours.
1701882103

Edited 1701882168
Joshua, you are a legend.&nbsp; I left the underscore in because I thought that was standard in a similar way to how Hooded Lantern becomes Hooded-Lantern automatically when typing name on an ability.&nbsp; Fixed, many thanks.&nbsp; Now our players can turn their own lights on, it's about time they did some of the work!!
Hi... I am hitting a snag with this, and I thought it was all good.&nbsp; I made the changes above and it seemed fine, but when I log out and come back in, I have to go through this strange routine where the macros don't work unless I first drop the relevant mule on the desktop and run at least one of the buttons with that mule selected.&nbsp; After that I can have any token selected and it works until I log out. If I don't I get this message &nbsp;It seemed like I was going token_id, so I have double checked and this is the editable portion of the script --/|========================================================================================================= --/|Settings Area - Customize the behavior of the script here --/|This template relies on a "Macro Mule" character to house the macros that will be run. Place the name --/|of the macro mule here --&amp;macroMuleName|Utils Mule --&amp;macroMuleCharID|-Nl3-4VgqChyayzf8JQB --/|Set to "1" to enable loading of settings information from a saved format named after the character (case sensitive) --&amp;UseNamedCharacterSettings|1 --/|Maximum number of menus to look for. Lower this number to the number you actually create if you want to avoid a little --/|API Console spam. It won't hurt anything if it outputs the failed attribute lookups, but it is a Roll20 message that the --/|API can't suppress. --&amp;MaxMenuCount|1 --/|Set the title of the ScriptCard here --#title|Utilities
1703168101

Edited 1703168141
Thanks to the Discord server I have learned this is tied to the speedier loading change that was brought in a while back. In short, characters are not loaded up front and thus it is now necessary for me to open the character sheet for the mule at the start of every session, then it will work. If players need to access a mule they will have to do the same.&nbsp; Thought I would update so people don't write and re-write macros and mules thinking the fault lies with their work.
and then I was shown how to alter it - so the part that shows [sheetbutton] can be altered to --&amp;ThisMenu|+ [button][@abilities([&amp;loop])]::~[&amp;macroMuleName]|[@abilities([&amp;loop])][/button]