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Supernotes 0.2.4 —Now With Even More Templates

1719328466

Edited 1725482013
keithcurtis
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This newest version of Supernotes introduces ten new templates, plus a bonus, previously undocumented template. The full list is down in the documentation, but I am posting the new ones up top. gate3 . For folks who like the GOTY based on D&D. choices . A second style, suitable for for the same crowd. roll20light . for when you want your notes to have the feeling of authority roll20dark . As above, but.... dark news . Extra! Extra! Read all about it! You can even see the ink bleeding through from the other side of the newsprint. treasure . For listing all that loot. vault . A comforting style for sheltered people. path . A style that works well with PF2 Adventure Paths osrblue . Gygax-approved. Maybe. The graph paper even has yellowed edges scroll2 . An alternative to scroll, thats even scrollier. roman .  Bonus style!  This was added in a previous version, but was only documented mid-thread. Full documentation This script pulls the contents from a token's GM Notes field, as well as other fields that are not usually accessible to macros. If the token represents a character, you can optionally pull in the Bio or GM notes from the character. It can also return graphics and tooltip info. The user can decide whether to whisper the notes to the GM or broadcast them to all players. There is an option to add a footer to notes whispered to the GM. This footer creates a chat button to give the option of sending the notes on to the players. Finally, you can direct the note either to chat, or to a named handout. Images, API Command Buttons, Links and most special characters should pass through without issue. Images written in the markdown form of [x](imageURL) should parse correctly in both chat and handouts. This script as written is optimized for the D&D 5th Edition by Roll20 sheet, but can be adapted for most common sheets using the Configuration command below. Commands !gmnote  whispers the note to the GM !pcnote  sends the note to all players !selfnote  whispers to the sender of the command Parameters -- token  Pulls notes from the selected token's gm notes field. This is optional. If it is missing, the script assumes --token. This option does not require the token to have an associated character. -- charnote  Pulls notes from the gm notes field of the character assigned to a token. -- bio  Pulls notes from the bio field of the character assigned to a token. -- avatar  Pulls image from the avatar field of the character assigned to a token. -- image  Pulls first image from the bio field of the character assigned to a token, if any exists. Otherwise returns notice that no artwork is available -- images  Pulls all images from the bio field of the character assigned to a token, if any exist. Otherwise returns notice that no artwork is available -- image[number]  Pulls indexed image from the bio field of the character assigned to a token, if any exist. --image1 will pull the first image, --image2 the second and so on. Otherwise returns first image if available. If no images are available, returns notice that no artwork is available -- tooltip  Pulls the tooltip from a selected token. This option does not require the token to have an associated character. -- tokenimage  Pulls all the image from a selected token. This option does not require the token to have an associated character. -- notitle  This option suppresses the title in the chat output. It is useful for times when the GM might wish to show an image or note to the player without clueing them in wha the note is about. For instance, they may wish to reveal an image of a monster without revealing its name. This parameter can be added to any command. It is the only paramater for which this is true. Example !pcnote --image --notitle will pull the first of any images from the token's associate character sheet and send it to the chat without a title. --notitle may be added to the command in any order. -- id  supply this with a token id, and the script will attempt to read the notes associated with a specific token, or the character associate with that token. There is no space between --id and the token id. Only one token id may be passed. -- handout|Handout Name|  If this is present in the arguments, the note will be sent to a handout instead of chat. This can allow a note to remain usable without scrolling through the chat. It can also be used as a sort of floating palette. Notes in handouts can be updated. Running the macro again will regenerate the note. The string in between pipes will be used as the name of the note handout. If no handout by that name exists, Supernotes will create one and post a link in chat to open it. The title must be placed between two pipes.  --handout|My Handout|  will work.  --handout|My Handout  will fail. A note handout automatically creates a horizontal rule at the top of the handout. Anything typed manually above that rule will be persistent. Supernotes will not overwrite this portion. You can use this area to create Journal Command Buttons to generate new notes or to give some context to the existing note. All updates are live. -- help  Displays help. -- config  Returns a configuration dialog box that allows you to set which sheet's roll template to use, and to toggle the 'Send to Players' footer. ----- 5 dashes in a row indicate that anything that appears after this line should only be displayed on a !gmnote command. In this way, a GM could have public information in a note, but keep certain information secret. Examples: !pcnote --bio  will send the contents of the selected characters bio to the chat for all players to see. !gmnote --charnote  will whisper the  character's  GMnotes to the GM Templates Any Supernotes command can receive a  template  parameter, allowing you to choose from between 25 custom templates that should cover most common genres. You can of course, continue to use any of the supported sheet roll templates:  Default,  D&D 5th Edition by Roll20,  5e Shaped, Pathfinder by Roll20,  Pathfinder Community,  Pathfinder 2e by Roll20, and  Starfinder. Templates can be accessed by adding:  --template|templatename directly after the main command. You can then add any of the standard Supernotes commands to display art, token, bio, avatar and so forth. Examples: !gmnote --template|crt !pcnote --template|notebook --bio !pcnote --template|faraway --tokenimage All templates can use the "Send to Players" and "Make Handout" buttons at the bottom, though any note used to create a handout will use the default styling of a Roll20 handout. The text editor is too finicky otherwise and will result in better display across platforms and devices. I have tried to use web-safe fonts throughout (Mod scripts cannot use Google Fonts). As a bonus, all templates (including roll templates) now convert buttons to inline buttons, to eliminate the "Big Pink Button" syndrome. List of Templates generic . Just the facts, Ma'am. Nothing fancy here. dark . As above, but in reverse. crt . Retro greenscreen for hacking and cyberpunk. Or for reports on that xenomorph hiding on your ship. notebook . You know, for kids. Who like to ride bikes. Maybe they attend a school and fight vampires or rescue lost extraterrestrials gothic . Classic noire horror for contending with Universal monsters or maybe contending with elder gods. apoc . Messages scrawled on a wall. Crumbling and ancient, like the world that was. scroll . High fantasy. Or low fantasy—we don't judge. lcars . For opening hailing frequencies and to boldly split infinitives that no one has split before! faraway . No animated title crawl, but still has that space wizard feel. steam . Gears and brass have changed my life. western.  Return with us now to those thrilling days of yesteryear. dragon.  Three-fivey style wizard.  A fifth edition of templates. strange.  Other kids who ride bikes and play D&D. gate3 . For folks who like the GOTY based on D&D. choices . A second style, suitable for for the same crowd. roll20light . for when you want your notes to have the feeling of authority roll20dark . As above, but.... dark news . Extra! Extra! Read all about it! You can even see the ink bleeding through from the other side of the newsprint. treasure . For listing all that loot. vault . A comforting style for sheltered people. path . A style that works well with PF2 Adventure Paths osrblue . Gygax-approved. Maybe. The graph paper even has yellowed edges scroll2 . An alternative to scroll, thats even scrollier. roman . Bonus style. This was added in a previous version, but was only documented mid-thread. One of those "worth a thousand word" things: Script Synergy Templates have been exposed to other scripts under the object " Supernotes_Templates " These templates can be called in  ScriptCards  macros. It also has good synergy with the  Reporter  script (also on One Click). This script will work well with the following Roll20 Tips n Tricks (and many more): Invisible Tokens - The Notes Token (API version) Invisible Tokens - The Control Token Invisible Tokens - The Door Control Chat Menus Map Pins Configuration When first installed, Supernotes is configured for the default roll template. It will display a config dialog box at startup that will allow you to choose a roll template based on your character sheet of choice, as well as the option to toggle whether you want the 'Send to Players' footer button to appear. You will need to edit the code of the script if you wish to create a custom configuration, or contact keithcurtis on the Roll20 forum and request an addition. The pre-installed sheets are: Default Template D&D 5th Edition by Roll20 5e Shaped, Pathfinder by Roll20 Pathfinder Community Pathfinder 2e by Roll20 Starfinder See previous above for custom genre templates. Changelong 0.0.5 Expanded utility of "--image" parameter 0.0.6 Added auto-configuration for most popular sheets 0.0.7 Fixed for breaking of certain accented characters and diacriticals 0.0.8 Added --notitle parameter 0.0.9 Added !selfnote 0.0.91 Improved pathfinder template usage, 0.1.0 Added the ability to use token id 0.1.1 Added Handout feature 0.2.0 Added custom templates, and configured base script to return in-line text links instead of Roll20 Big Pink Buttons. 0.2.1 Fixed parsing bug and added two new templates - wizard and dragon 0.2.2 Minor tweaks. Corrected catch line in API_Meta 0.2.3 Minor fix to roman template 0.2.4 Added 10 new templates
OK, now I need to take another look at this MOD! :D
Very cool Keith. I use a lot of the original ones for my player's ScriptCards formatting and some of these new ones are really fricking cool. Thanks.
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Edited 1719357866
OK, most of us need to see some actual original code behind those examples so that we can actually use this. Like, sorry to be salty about this, but why require us to screw around with trial and error to figure out how to actually format a message? As helpful as these forums tend to be, I feel like there isn't really much attempt to offer the very basics. Even the rollout of the beta for the Discord integration required a very specific and particular set of tasks to work that nobody, except me, ever bothered to list anywhere.
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Edited 1719359838
keithcurtis
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Dr DM said: OK, most of us need to see some actual original code behind those examples so that we can actually use this.] Like, sorry to be salty about this, but why require us to screw around with trial and error to figure out how to actually format a message? Fair point. I had proceeded under the assumption that since this follows the same pattern that many major scripts do (!command --parameter) would be enough, and although the script has been out for years and years, no one had asked for more elaboration. But here are some examples, pulled from the Commands and Parameters sections. This ignores templates at first, since they are a enhancement and not central. You can totally ignore the part about Roll Template definitions in the documentation above. They were provided for anyone who wants to tweak the script for themselves. In fact, you bring up a good point that it is probably more information than is needed. I have removed that section of the post. Requirement Select a token. For all commands to have meaningful results, it would be best if the token represented a character. Examples Command !gmnote whispers the note to the GM Parameter  --bio  Pulls notes from the bio field of the character assigned to a token. Code: !gmnote --bio Pulls notes from the bio field of the character assigned to a token and whispers the note to the GM Screenshot from a 5e Goblin: Command  !pcnote  sends the note to all players Parameter   --avatar Pulls image from the avatar field of the character assigned to a token. Code: !pcnote --avatar Pulls image from the avatar field of the character assigned to a token and  sends the note to all players. Screenshot from a 5e Goblin: Command  !pcnote  sends the note to all players Parameter   --image Pulls first image from the bio field of the character assigned to a token, if any exists. Otherwise returns notice that no artwork is available. Code: !pcnote --image Pulls first image from the bio field of the character assigned to a token, if any exists,  and  sends the note to all players. Screenshot from a 5e Goblin: You will note that in the case of the bio above, the space is not well utilized. This is a limitation of the 5e sheet roll template, and part of the reason why templates were added. To give this Goblin result a real 5e look and feel, you can use the "wizards" template. Note that template commands need to preceded any other parameters. Command  !pcnote  sends the note to all players Template   --template|wizards Use the wizards template for output, which emulates the look and feel of WotC 5e Parameter  --bio  Pulls notes from the bio field of the character assigned to a token. Code: !pcnote --template|wizard --bio Pulls notes from the bio field of the character assigned to a token and sends the note to all players, using the "wizards" template. Screenshot from a 5e Goblin: Lastly, you can use any of these to create a handout. Templates are not compatible with handouts. You can construct it with a command using the syntax above, but the easiest way is to click the button at the bottom of the gmnote version: Once the handout it open, you cna choose to share it using the normal Roll20 methods.
1719360413
keithcurtis
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The above explanation is how to use it right out of the box. Typical uses would be to enhance the concept of note tokens. Here is a very quick and dirty (and old) video I made showing the concept. Here is a much better video on how to use note tokens (though without Supernotes) by Nick Olivo. I have other videos showing how to use it together with the Reporter script, but that might be getting into the weeds.
1719375396
Gold
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How would I do... or could you make it possible to... !pcnote --avatar but if there isn't an Avatar or Character then put --tokenimage
1719384784
keithcurtis
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Gold said: How would I do... or could you make it possible to... !pcnote --avatar but if there isn't an Avatar or Character then put --tokenimage There's no built-in way to do that, but it sounds like a good idea for the next update.
Future template Request perhaps? * "Neon", "Retro" or "Sunset" think of Miami 80s Deco Drive sunset synth vibe. * Bloody Paper * Orb/Globe/Crystall ball - not sure how the border will look like but I would imagine cyan/white/baby blue, maybe along the lines of vault
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Edited 1719417478
timmaugh
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keithcurtis said: Gold said: How would I do... or could you make it possible to... !pcnote --avatar but if there isn't an Avatar or Character then put --tokenimage There's no built-in way to do that, but it sounds like a good idea for the next update. I *think* this should be workable with the Metascript Toolbox: !pcnote {&if "@(selected.avatar)" = ""}--image{&else}--avatar{&end}
keithcurtis said: Fair point. I had proceeded under the assumption that since this follows the same pattern that many major scripts do (!command --parameter) would be enough, and although the script has been out for years and years, no one had asked for more elaboration. Thank you. But I mean something even more basic. For example, I have no idea how to produce something that looks like your "choice" example. I have no idea what formatting you are using to get particular emphasis on text or to make those particular text boxes.
1719424798
keithcurtis
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Dr DM said: keithcurtis said: Fair point. I had proceeded under the assumption that since this follows the same pattern that many major scripts do (!command --parameter) would be enough, and although the script has been out for years and years, no one had asked for more elaboration. Thank you. But I mean something even more basic. For example, I have no idea how to produce something that looks like your "choice" example. I have no idea what formatting you are using to get particular emphasis on text or to make those particular text boxes. All text formatting is simply taken from whatever formatting is in the original note. If it is Bold or uses H1 in the GM notes field, that carries through to Supernotes. It can also parse most Markdown syntax formatting. Here is a visual example: Note, I typically use markdown-formatted images in my notes intended to be used for Supernotes. They can be external references and not rely on my Art Library quota. The above example uses a markdown image, but if you put a regular image in there, it will come through in the final chat output.
1719424899
keithcurtis
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The above example was using token notes, but the same applies to the character bio, character notes, and to a lesser extent, tooltips. Tooltips cannot be formatted by Roll20, so you would need to rely on Markdown.
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keithcurtis
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Novercalis said: Future template Request perhaps? * "Neon", "Retro" or "Sunset" think of Miami 80s Deco Drive sunset synth vibe. * Bloody Paper * Orb/Globe/Crystall ball - not sure how the border will look like but I would imagine cyan/white/baby blue, maybe along the lines of vault Good suggestions. One of the reasons this took as long to produce this update (besides Github issues) was that I wanted to have at least ten new solid templates that either reflected a common genre, or would serve a story need.
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Edited 1719437303
Gold
Forum Champion
keithcurtis said: Gold said: How would I do... or could you make it possible to... !pcnote --avatar but if there isn't an Avatar or Character then put --tokenimage There's no built-in way to do that, but it sounds like a good idea for the next update. Thanks. If you can add that feature, I'd playest using Supernotes in-place-of ColorEmote (by The Aaron, in the One-Click), since Supernotes would have your interesting Template formatting options. ColorEmote has that feature to choose Token or Avatar as the priorty image and fall-back to the opposite if the first choice isn't available. By the way (side point of comparison), ColorEmote does the background color chosen from the selected token's Aura 2, whereas Supernotes has these built-in selectable Templates designed with various color schemes.  You can imagine, my games has a lot of NPC/Monsters that may have just-the-token set up on-the-fly, no Sheet, no Avatar. Meanwhile the main PC's all have a Sheet and Avatar. But their Familiars / Mounts / Followers often have token-only, and the players would tend to trigger the same Token Actions / Macros for their Familiar as they do for their Character. Sometimes leading NPC's or Monsters have sheet/avatar. Oftentimes mooks or wandering monsters have token-only. My games certainly does not have consistency of every monster having a character sheet with an avatar and a token connected. I understand some GM's games may be more consistently organized (such as using Compendium and Monster Manual products, or just being really good and thorough at game-prep). Timmaugh, I might try MetaScripts, thank you for the code and for teaching how to use it. I thought it was over-my-head, but it looks like I could handle it with copy-pasting the code you provide. 
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keithcurtis
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Gold said: Timmaugh, I might try MetaScripts, thank you for the code and for teaching how to use it. I thought it was over-my-head, but it looks like I could handle it with copy-pasting the code you provide.  That's how I started, and I frequently still have to message him about syntax. :D
keithcurtis said: Good suggestions. One of the reasons this took as long to produce this update (besides Github issues) was that I wanted to have at least ten new solid templates that either reflected a common genre, or would serve a story need. Oh I can get you 10 :) 1 - Retro / Neon 2 - Bloody Note 3 - Crystal Ball / Orb 4 - Sky Writing (Clouds) 5 - Tree Bark 6 - Necroscope (Speak w/ Dead) 7 - While there is "Gothic", something more Vampire Masquerade theme 8 - Egyptian 9 - Runes (Valhalla or whatnot) 10 - Voodoo / Witch / Hex / Black Magic 11 - Madness (Cthulhu related) 12 - Eyes and/or Hands (Think Full Metal Alchemists with all the hands opening the gate or Hellsing with all the eye balls) 13 - lastly, Anime - not exactly sure how that would look like tbh. 14 - expanding on Anime - One Piece Wanted Poster 15 - Naruto color scheme - Ninja Scroll 16 - Star Wars theme cheers!
1719451728
keithcurtis
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Thanks for the list! Good news is that #16 is already available. It's called faraway: Some of those might be easier than others. For compatibility reasons, including the sandboxy nature of the Mod Script space, I am limited to very safe browser fonts, or the ones available through the Roll20 app. The styles call more appropriate ones if available, but they fall back on those core fonts. But that's a good starting point for the next set.
keithcurtis said: All text formatting is simply taken from whatever formatting is in the original note. If it is Bold or uses H1 in the GM notes field, that carries through to Supernotes. It can also parse most Markdown syntax formatting.  So it is impossible to actually produce the examples you have given us from the documentation you provided. This is a problem: your examples are not representative of the package. If I wanted to produce that faraway example above, I would have to know what formatting mods were used and what markup was used. So that example only somewhat helpful to those who want to produce text formatting in that style. It would be very frustrating for someone to see that style, get excited about producing output like that, but have no path to producing that output. Even the boxes you put your text in do not seem to be possible without some additional information.
1719597151
timmaugh
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Dr DM said: keithcurtis said: All text formatting is simply taken from whatever formatting is in the original note. If it is Bold or uses H1 in the GM notes field, that carries through to Supernotes. It can also parse most Markdown syntax formatting.  So it is impossible to actually produce the examples you have given us from the documentation you provided. This is a problem: your examples are not representative of the package. If I wanted to produce that faraway example above, I would have to know what formatting mods were used and what markup was used. So that example only somewhat helpful to those who want to produce text formatting in that style. It would be very frustrating for someone to see that style, get excited about producing output like that, but have no path to producing that output. Even the boxes you put your text in do not seem to be possible without some additional information. Hey, Dr DM, I know it can be frustrating to encounter obstacles as you try to learn something, or just to not "get it". I can remember when I first began trying to learn a popular software title... I looked up tutorials only to find that I needed tutorials FOR the tutorials. Frustrating. But I also know Keith is a good dude who has helped more people on these forums than most of us have played with in all of our games for as long as we've been playing. I also know that he shares high-quality scripts (with top-tier interfaces) that he writes in his own spare time, without pay. Just because, as I said, he's a good dude. I also know he's super responsive to usage questions or feature requests, and wants to make sure people understand how to use the things he shares. Given all of those things I know, I can say one more thing I know: Questions -- not sticks, especially the pointy ones jabbed in eyes -- are your friend. Keith did not code the editing interface in Roll20, nor is he responsible for the Markdown syntax that is available to use, there. He couldn't possibly hope to show the intersection of his script with every possible formatting trick... not just markdown, but stuff like rendering links, or showing images in Roll20. He's provided a tool to help, building on those other things people can do on Roll20. No one can completely flatten the learning curve for those other aspects of Roll20, but you don't have to master them all to make use of SuperNotes. The path from where you are to the things Keith is demonstrating is paved with questions... small, digestible, congenial questions.
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Edited 1719615757
keithcurtis
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Hi Dr. DM, All the script does is take what's in the token notes section (for example) and put it into a stylized chat box. If you indicated bold in the notes, you'll get bold in the result. If you put a graphic in the notes, you'll get that graphic in the output. The business with markdown is simply another way you can achieve the same result, and markdown is and always has been part of the chat tab formatting toolbox. Markdown for images is even specifically called out in the documentation. The options shown in the example above were to show all the possible ways you could achieve the same thing (like bolding text). No other mods are required. Perhaps if you'd give an specific example of what you would actually like to do, I can help you achieve that.
1719599856
keithcurtis
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To perhaps clear things up, here is an example using only the tools available in the Roll20 GUI (Markdown is part of Roll20, but we'll bypass that for now). Using the same token notes: We get different chat formatting depending on the template: wizards faraway news
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vÍnce
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These look great Keith!
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keithcurtis
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vÍnce said: These look great Keith! Thank you kindly!
Thank you, Keith. That last example is exactly the kind of information I needed. I apologize if I came off as too harsh. I was only trying to be direct and point out what I see as a systemic problem with the Roll20 community.
1719695272
keithcurtis
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No worries. Everyone comes to the table with differing levels of experience or familiarity with Roll20 and its parts. It's hard to write "one size fits all documentation", especially since I've no training in it. Is there a sentence or section in the documentation in the top post that you think would have made this clearer from the get go?
I'm sorry again for coming off much saltier than I was (I hope). I wasn't thinking too clearly on this myself, or else I would have come up with the stuff below originally. It's sometimes hard to get out of one mode of analysis and into the right one. The example has to be there, in the sense that: we see the original text as it appears on the token/character/handout/code we see the command to generate a result we see the result generated (maybe some additional caveats) In the original documentation, we see the results but haven't been given what generates the results for any example. Sure, the code for the mod is straightforward and well documented, but it isn't clear what it means for it to use the input of the original token/character/handout. This is something that can be said for all possible text changes like "if text is bold, then it will be in Arial 12 point font, in colour #223344, with a drop shadow 2 pixels below and to the right..." In some professional documentation, this is exactly what is done. But even in those cases, it is likely accompanied by what we need here: a visual example of what happens to a given set of inputs. This could be accomplished by allowing us to see the same set of input text in each of the themes. A good example input that shows off the different possibilities using the standard available formatting would show the real affordances from and differences between each theme. (So we see what happens to bold , and italic , and underlined , and ...) And demonstrates what the mod is adding to the formatting. It will never be possible to show all the possibilities and address all the possible markup mods that someone could be using, but there should be an identifiable core of expected formatting choices and desires. I do like the original examples. I really like that the text in the existing examples of the themes is good for communicating the mood/vibe of the theme. But each one is definitely different, with different inputs providing the output. However, with just these examples, the end user doesn't know what text elements were introduced by the mod and which from previous markup. The specific markup used that translates into the end result is also a mystery. So even if you know where to go to learn the basic markup, you don't know how to translate that into the final result of using this mod. We could meld the two approaches by having the original text of all the theme examples or at least obvious access to the original text. This also gives users that option of texting out their own system with these inputs to verify whether or not they are producing the same outputs. OK, that's it for now, I just had to retype "outputs" because of a typo 8 times.
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keithcurtis
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Good feedback. I'll try incorporating something like that into future versions of the documentation. A short youtube video might also be helpful. It seems the post above that showed the token notes and three different outputs generated from the same base input best communicates what is going on?
Exactly.
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Edited 1721144883
I've been using this a lot, since there's no way to make a "map" token that displays keyed information. It works pretty well, but what I can't figure out is, with some notes, they are so long I have to scroll up in the chat. It would be handy if I could make a handout, but not give it to all the players. All the toggle "Send to Players" does is remove the link. If you select Make Handout or use !gmnote --handout|<handout name>|  it still sets it to all players journal and edit. I just want to be able to make a handout with no owners so I can open it and pop it out for longer text. 
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keithcurtis
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Hi Wyrmwood! Good point on the handouts. I haven't looked at the code reference, but I'm pretty sure that can be fixed. Since there's a big "Share with Players" button on every handout, the change shouldn't be too disruptive. As for map pins, have you looked at the synergy with the Reporter script? It allows you to make a live-updating interactive handout of all map pins on a page. Here's a section of the Reporter video that demos the process.
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keithcurtis
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I ran a quick test and it was a super simple change. I'll put it in next update. If you'd like to make the change yourself in the time being, you can make them at about line  648:                     if (!noteHandout) {                         noteHandout = createObj('handout', {                             name: handoutTitle,                             archived: false,                             inplayerjournals: "all",                             controlledby: "all"                         }); Change two of those lines to read:                             inplayerjournals: "",                             controlledby: "" ...and the handouts will be GM-private upon creation. To get a copy of the code, delete your existing copy and re-install, this time choosing the "Import" option. This will place the actual code, rather than a link to the repo code.You won't get auto updates, but you can easily reverse the process next time the script is updated
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keithcurtis
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Oh, I almost missed the "scroll up in chat" issue. Yup, that's something that Roll20 (or the browser itself, really) does with the chat I don't have much control over. It has to do with image caching. If there is an image in the note, the chat doesn't know how to account for its vertical space before the note is generated. If you do a second call to the same token, the image is now cached and the chat will scroll normally.
I can't seem to figure out how to edit the script. I installed it from the mod library. I have a few scripts that I can edit, so not sure how to do that. I could pull it from source and add it manually, but the source I found is only 255 lines and four years old :) <a href="https://github.com/keithcurtis1/Supernotes/blob/master/supernotes.js" rel="nofollow">https://github.com/keithcurtis1/Supernotes/blob/master/supernotes.js</a>
Wyrmwood said: I can't seem to figure out how to edit the script. I installed it from the mod library. I have a few scripts that I can edit, so not sure how to do that. I could pull it from source and add it manually, but the source I found is only 255 lines and four years old :) <a href="https://github.com/keithcurtis1/Supernotes/blob/master/supernotes.js" rel="nofollow">https://github.com/keithcurtis1/Supernotes/blob/master/supernotes.js</a> Never mind, I found it over here,&nbsp; <a href="https://github.com/Roll20/roll20-api-scripts/blob/master/Supernotes/0.2.4/Supernotes.js" rel="nofollow">https://github.com/Roll20/roll20-api-scripts/blob/master/Supernotes/0.2.4/Supernotes.js</a> &nbsp;
Works perfect, thanks!
When adding the script (you'll probably have to delete the one you currently have) make sure to click on the 'Import' button instead of the 'Add Script' button. Then you can click on the 'Supernotes' script in your list and make edits to it.
Jarren said: When adding the script (you'll probably have to delete the one you currently have) make sure to click on the 'Import' button instead of the 'Add Script' button. Then you can click on the 'Supernotes' script in your list and make edits to it. Nice tip! Easier than running over to github and adding it manually.&nbsp;
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keithcurtis
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I gave instructions for Jarren's procedure in my post, but it was probably overlooked after the code samples. keithcurtis said: To get a copy of the code, delete your existing copy and re-install, this time choosing the "Import" option. This will place the actual code, rather than a link to the repo code. You won't get auto updates, but you can easily reverse the process next time the script is updated I should probably prune a lot of those old github repos. Did you find that old one through a google/github search, or follow a link from here?
not sure what happened to your script but getting image errors
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keithcurtis
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Can you identify which ones are causing problems?&nbsp; I tested a few just now and they seemed to work fine. &nbsp;I used Imgur to store graphics, and they have since started culling some older images, but I have not had the opportunity to go back and switch to a better strategy.&nbsp;
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I only ever use gothic and wizard seems lcars is working, havent checked the others.
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not working:&nbsp;notebook, gothic, apoc, western, wizard, dragon everything else works.
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keithcurtis
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I was seeing results from Wizard, even when going back to the Imgur source. However, I'll work on transitioning them all to a Roll20 image space. That should be safe enough and future-proofed. It may take a few days, to get to it with my current commitments. I'll post here when I have it, though.
Looking forward to the fix, the dragon template is perfect for my 3.5 game. :)
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keithcurtis
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I'm going to do a little more investigation. A number of sheets that use imgur for image hosting are reporting similar problems. This may be a Roll20 issue, since the images themselves still seem to exist.
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Gauss
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Hi folks,&nbsp; I can confirm there are issues with some images right now that are affecting character sheets and other things. The Devs are investigating.&nbsp;
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keithcurtis
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Since there is every possibility that roll20 will fix this issue (since it affects character sheets), I will hold off on a major overhaul for now. Thanks for the corroboration, Gauss!
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Gauss
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The Devs report the problem should be fixed. Please check to see if the images are still affected.&nbsp;
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keithcurtis
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Novercalis and Benjamin, has display returned to normal for you?
Absolutely, everything looks like it should on my end!