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Call of Cthulhu 7th Edition by Roll20

July 25 (6 months ago)

Thank you!

Nora C. said:

Saul J. said:

Well, sort of. Now, the sheet opens one out of three or four times, when I double-click the token. It's not very reliable.

I'm able to reproduce something to this effect in Jumpgate games. The Tabletop team has been notified!





re: malleus monstrorum

Dear Roll20 team

are we ever going to get a full set of monster tokens for this compendium? it has been out a few years now. it seems lazy to just have a token with a name in it.

July 27 (6 months ago)

Edited July 27 (6 months ago)
Gauss
Forum Champion


Slartibartfast said:

re: malleus monstrorum

Dear Roll20 team

are we ever going to get a full set of monster tokens for this compendium? it has been out a few years now. it seems lazy to just have a token with a name in it.


That is up to the publisher. If the publication is missing images then the Roll20 conversion will also be missing those same images. Roll20 is not (usually) able to add images after the fact. That would be changing the content of the published material. 

Put another way, I suggest asking the publisher to provide Roll20 with the missing images. 

August 01 (5 months ago)

Edited August 01 (5 months ago)

Another bug in the 7th Edition sheet:

I have "Enable Build Calculation" and "Enable Damage Bonus Calculation" on. I've been working with this game for several months now and it has calculated both of these correctly. Until today. Today, I noticed it did not correctly calculate the values. Here are the stats I assigned the NPC:

The "Damage Bonus" and "Build" should both be "-1":

It seems to be failing to calculate the values at all for any NPC character, regardless of stats.

August 01 (5 months ago)
Nora C.
Roll20 Team

Saul J. said:

Another bug in the 7th Edition sheet:

I have "Enable Build Calculation" and "Enable Damage Bonus Calculation" on. I've been working with this game for several months now and it has calculated both of these correctly. Until today. Today, I noticed it did not correctly calculate the values. Here are the stats I assigned the NPC:

The "Damage Bonus" and "Build" should both be "-1":

It seems to be failing to calculate the values at all for any NPC character, regardless of stats.

I'm not able to recreate this. Entering the exact stats you've provided gives me a -1 in both fields. I've also tried a few monsters from the compendium and confirmed the damage bonus and build are correlating with everything else.

If you could provide the exact steps you're taking to get this result, it'd be a great help in isolating a fix! The browser you're using (with version number, if possible) and any extensions you have running would also be helpful.

Thanks so much


August 01 (5 months ago)

This is in Chrome Version 127.0.6533.88 (Official Build) (arm64). It's failed for EVERY NPC I created today. It worked as of 3 weeks ago, the last time I worked on this game.

The exact steps:

Open a new character sheet, turn on edit mode, set the "Enable Build Calculation" and "Enable Damage Bonus Calculation" if they are not on, and then start entering stats.

3 weeks ago, when I tabbed past the fields used in the calculations, the fields populated with correct values. Now, I enter all of the stats, and tab to "Damage Bonus" field (the first field after the stats) and it still is not set. 

I did 13 NPCs this afternoon. These two fields were not auto-calculated for any of them. It autocalculates the Dodge stat. It autocalculates the Own language stat. It does NOT calculate the "Build" and "Damage Bonus" stats.

I just tried it again on a test character, and verified that it does not caclulate those two fields. 


Nora C. said:

Saul J. said:

Another bug in the 7th Edition sheet:

I have "Enable Build Calculation" and "Enable Damage Bonus Calculation" on. I've been working with this game for several months now and it has calculated both of these correctly. Until today. Today, I noticed it did not correctly calculate the values. Here are the stats I assigned the NPC:

The "Damage Bonus" and "Build" should both be "-1":

It seems to be failing to calculate the values at all for any NPC character, regardless of stats.

I'm not able to recreate this. Entering the exact stats you've provided gives me a -1 in both fields. I've also tried a few monsters from the compendium and confirmed the damage bonus and build are correlating with everything else.

If you could provide the exact steps you're taking to get this result, it'd be a great help in isolating a fix! The browser you're using (with version number, if possible) and any extensions you have running would also be helpful.

Thanks so much





August 06 (5 months ago)
Nora C.
Roll20 Team

Saul J. said:

This is in Chrome Version 127.0.6533.88 (Official Build) (arm64). It's failed for EVERY NPC I created today. It worked as of 3 weeks ago, the last time I worked on this game.

The exact steps:

Open a new character sheet, turn on edit mode, set the "Enable Build Calculation" and "Enable Damage Bonus Calculation" if they are not on, and then start entering stats.

3 weeks ago, when I tabbed past the fields used in the calculations, the fields populated with correct values. Now, I enter all of the stats, and tab to "Damage Bonus" field (the first field after the stats) and it still is not set. 

I did 13 NPCs this afternoon. These two fields were not auto-calculated for any of them. It autocalculates the Dodge stat. It autocalculates the Own language stat. It does NOT calculate the "Build" and "Damage Bonus" stats.

I just tried it again on a test character, and verified that it does not caclulate those two fields.

Thank you for this. I've let our VTT team know and they should be reaching out to you over direct messages for more details.

Nora, it is tied to Jumpgate! Did a test recently with a NON JUMPGATE game and everything worked as expeced! In Jumpgate... not so much!


Nora C. said:

Saul J. said:

This is in Chrome Version 127.0.6533.88 (Official Build) (arm64). It's failed for EVERY NPC I created today. It worked as of 3 weeks ago, the last time I worked on this game.

The exact steps:

Open a new character sheet, turn on edit mode, set the "Enable Build Calculation" and "Enable Damage Bonus Calculation" if they are not on, and then start entering stats.

3 weeks ago, when I tabbed past the fields used in the calculations, the fields populated with correct values. Now, I enter all of the stats, and tab to "Damage Bonus" field (the first field after the stats) and it still is not set. 

I did 13 NPCs this afternoon. These two fields were not auto-calculated for any of them. It autocalculates the Dodge stat. It autocalculates the Own language stat. It does NOT calculate the "Build" and "Damage Bonus" stats.

I just tried it again on a test character, and verified that it does not caclulate those two fields.

Thank you for this. I've let our VTT team know and they should be reaching out to you over direct messages for more details.




September 19 (4 months ago)

Hey All,

Anyone else having this difficulty?

I can't create characters or NPCs here because of the error.

I've already forwarded it to the support team at the Help Center, but I wanted to hear from you



September 19 (4 months ago)
Nora C.
Roll20 Team

Mestre Camillo said:

Hey All,

Anyone else having this difficulty?

I can't create characters or NPCs here because of the error.

I've already forwarded it to the support team at the Help Center, but I wanted to hear from you

Thanks for the report! This is a known issue for other sheets on the site and a fix is in testing now.


October 02 (3 months ago)


Nora C. said:

Mestre Camillo said:

Hey All,

Anyone else having this difficulty?

I can't create characters or NPCs here because of the error.

I've already forwarded it to the support team at the Help Center, but I wanted to hear from you

Thanks for the report! This is a known issue for other sheets on the site and a fix is in testing now.


Hi Nora,

Thank you very much for your feedback, I received the information by email that there is no forecast of this correction coming into effect. That's why I requested a refund for the book and everything worked out fine. A shame, really.

However, I would like to know where I can find out if all the items on the equipment list in the CoC 7th Ed. Keeper's Book are also available in the Roll20 compendium for dragging onto the sheet.



October 15 (3 months ago)
Nora C.
Roll20 Team


Mestre Camillo said:

Hi Nora,

Thank you very much for your feedback, I received the information by email that there is no forecast of this correction coming into effect. That's why I requested a refund for the book and everything worked out fine. A shame, really.

However, I would like to know where I can find out if all the items on the equipment list in the CoC 7th Ed. Keeper's Book are also available in the Roll20 compendium for dragging onto the sheet.

Hey Camillo, sorry to hear about that!

As for the Keeper's Rulebook, the marketplace page for the bundle does say the compendium expansion includes almost 700 items from the book, and I can confirm that the item pages did drag and drop onto the sheet while I was testing some work on the sheet in the last month.

We try our best to make sure our product breakdowns are accurate, but some are more detailed than others. Rest assured, we can facilitate refunds if a product wasn't what you were expecting, no questions asked!

October 22 (3 months ago)

SUGGESTION

If I input Skill Values to an NPC Sheet, make the click on the Eye Symbol obsolete!


WHY DO I HAVE TO CLICK ON THAT EYE SYMBOL AFTERWARDS TO MAKE IT APPEAR IN THE LIST?! (the compact list that is!)

October 22 (3 months ago)

Edited October 22 (3 months ago)

Roll20 in German, Sheet is in German


I rolled an attack and well... see for yourself!


EDIT: transferred the text now to the battle maneuvers and rolled again:


only to see that it made absolutely NO DIFFERENCE!!!

October 22 (3 months ago)
Nora C.
Roll20 Team

TheMarkus1204 said:

Roll20 in German, Sheet is in German

...

I rolled an attack and well... see for yourself!


EDIT: transferred the text now to the battle maneuvers and rolled again:

...

only to see that it made absolutely NO DIFFERENCE!!!

Hi Markus, I just want to make sure I understand correctly, since my German isn't great: Is the issue you are trying to report the "|character_id}|bonus)" at the end of the rolltemplate?


October 22 (3 months ago)


Nora C. said:

TheMarkus1204 said:

Roll20 in German, Sheet is in German

...

I rolled an attack and well... see for yourself!


EDIT: transferred the text now to the battle maneuvers and rolled again:

...

only to see that it made absolutely NO DIFFERENCE!!!

Hi Markus, I just want to make sure I understand correctly, since my German isn't great: Is the issue you are trying to report the "|character_id}|bonus)" at the end of the rolltemplate?


Exactly! And regarding the whole translation errors / bugs etc. how about looking at a german character Sheet? Especially regarding the order of the skills...

October 24 (3 months ago)

Edited October 24 (3 months ago)
Nora C.
Roll20 Team

TheMarkus1204 said:

Exactly! And regarding the whole translation errors / bugs etc. how about looking at a german character Sheet? Especially regarding the order of the skills...

Sorry for the wait on this! I'll see what can be done about the alphabetized translations, but there's some other work on the sheet that will take priority before I can take a look.
As for the original issue, I'm having trouble reproducing this. Could you confirm your roll setting for me (Rollverhalten)? It looks like you're using "Keine Bonus-/Strafwürfel". The steps you take to get this to happen would also be appreciated - I namely would like to know what kind of roll this is, how you entered the information, and if its a macro or from the sheet directly. Thanks so much!


October 25 (3 months ago)

Edited October 25 (3 months ago)

It is a NPC Sheet and it appeared ONLY on Attack Rolls as can be seen above. I did NOT change anything in the Settings!


It MIGHT be related to the long Character name...


Nora C. said:

TheMarkus1204 said:

Exactly! And regarding the whole translation errors / bugs etc. how about looking at a german character Sheet? Especially regarding the order of the skills...

Sorry for the wait on this! I'll see what can be done about the alphabetized translations, but there's some other work on the sheet that will take priority before I can take a look.
As for the original issue, I'm having trouble reproducing this. Could you confirm your roll setting for me (Rollverhalten)? It looks like you're using "Keine Bonus-/Strafwürfel". The steps you take to get this to happen would also be appreciated - I namely would like to know what kind of roll this is, how you entered the information, and if its a macro or from the sheet directly. Thanks so much!





October 25 (3 months ago)

Edited October 25 (3 months ago)

Also you should really use a rulebook for the appropriate languages to proper translate the skills!

I.e. "Orientierung" in german ("Navigation" in english) is displayed as "Navigation" in the German sheet which is wrong! "Orientierung" and "Navigation" have a different meaning!

And one more thing regarding PULP Talents:

Those talents simply appear below the "Notes" section in the Sheet (NPC Sheet that is)! Why not draw another one of those green lines to SEPARATE the PULP Talents from the rest as is done with basically everything else?!


WHY not add a new TAB for everything PULP related?! Skills, Groups etc. everything together... Should NOT be too hard given the Sheet is already tabbed...


Nora C. said:

TheMarkus1204 said:

Exactly! And regarding the whole translation errors / bugs etc. how about looking at a german character Sheet? Especially regarding the order of the skills...

Sorry for the wait on this! I'll see what can be done about the alphabetized translations, but there's some other work on the sheet that will take priority before I can take a look.
As for the original issue, I'm having trouble reproducing this. Could you confirm your roll setting for me (Rollverhalten)? It looks like you're using "Keine Bonus-/Strafwürfel". The steps you take to get this to happen would also be appreciated - I namely would like to know what kind of roll this is, how you entered the information, and if its a macro or from the sheet directly. Thanks so much!





October 25 (3 months ago)

Edited October 25 (3 months ago)

The ONLY other Suggestion I have for the Sheet would be a proper Era Select and depending on the Era you select, you ONLY SEE the skills available for that period!

Best example: "Computer use". This is specific for Cthulhu NOW; In 1920 this skill did not exist as Computers did not exist! So instead of having to click the Eye-Toggle for that skill (and others), I rather select the template for 1920s and only see the skills that do exist on the sheet for that Era!


As for the Skill Groups:

"Additional Skills" is displayed in the middle column below everything else, the rest of the Skill Groups is displayed on the right side... Depending on which skills are active in that groups, the middle column is longer than every other, but mostly it is the column to the right! It gets even WORSE with PULP Skills enabled!

And WHY is this the case? Simple! The Group Header is ALWAYS displayed, no matter if the group is empty or not!

Are there ANY Plans on changing this?!

October 25 (3 months ago)

Actually, I disagree strongly with this. 

1. I'm currently preparing to run a module. The module suggests that certain pulp era rules and skills be used. I plan to use them in combination with the 1920s era rules/skills.

2. Some modules, like Horror on the Orient Express has sidequests that take place in different eras. I wouldn't want a sheet locked so that you only see the skills from one era when you need skills from another.

3. Just because the world you imagine works a different way, doesn't mean that we ALL have to imagine the same world and run the games the same way. The current sheet is flexible enough to handle multiple eras and it should stay that way. 

4. Computers did exist in the 1920s. They weren't like we have today but there were computing machines. Regardless, at least one module I have (I can't remember the name of it) has the characters doing some time-traveling. Why couldn't they learn how to use computers in their "future".

5. The only thing I agree on is that the sheet needs some love. I would like to see the "eye" eliminated entirely and have the sheet automatically show any skill with a non-zero value.

TheMarkus1204 said:

The ONLY other Suggestion I have for the Sheet would be a proper Era Select and depending on the Era you select, you ONLY SEE the skills available for that period!

Best example: "Computer use". This is specific for Cthulhu NOW; In 1920 this skill did not exist as Computers did not exist! So instead of having to click the Eye-Toggle for that skill (and others), I rather select the template for 1920s and only see the skills that do exist on the sheet for that Era!


October 26 (3 months ago)
Nora C.
Roll20 Team

TheMarkus1204 said:

Also you should really use a rulebook for the appropriate languages to proper translate the skills!

I.e. "Orientierung" in german ("Navigation" in english) is displayed as "Navigation" in the German sheet which is wrong! "Orientierung" and "Navigation" have a different meaning!

Our translations are actually all provided by community members! You can find out more information about submitting corrections like this here.

October 27 (2 months ago)

The Sheet has not to be locked to that certain Era! You could still have those EYE Toggles to make a certain skill visible! I was just talking about the CORE Skills for that era!


Saul J. said:

Actually, I disagree strongly with this. 

1. I'm currently preparing to run a module. The module suggests that certain pulp era rules and skills be used. I plan to use them in combination with the 1920s era rules/skills.

2. Some modules, like Horror on the Orient Express has sidequests that take place in different eras. I wouldn't want a sheet locked so that you only see the skills from one era when you need skills from another.

3. Just because the world you imagine works a different way, doesn't mean that we ALL have to imagine the same world and run the games the same way. The current sheet is flexible enough to handle multiple eras and it should stay that way. 

4. Computers did exist in the 1920s. They weren't like we have today but there were computing machines. Regardless, at least one module I have (I can't remember the name of it) has the characters doing some time-traveling. Why couldn't they learn how to use computers in their "future".

5. The only thing I agree on is that the sheet needs some love. I would like to see the "eye" eliminated entirely and have the sheet automatically show any skill with a non-zero value.

TheMarkus1204 said:

The ONLY other Suggestion I have for the Sheet would be a proper Era Select and depending on the Era you select, you ONLY SEE the skills available for that period!

Best example: "Computer use". This is specific for Cthulhu NOW; In 1920 this skill did not exist as Computers did not exist! So instead of having to click the Eye-Toggle for that skill (and others), I rather select the template for 1920s and only see the skills that do exist on the sheet for that Era!





October 28 (2 months ago)

And I still strongly disagree with you, especially given a recent game where there were some flashback scenarios to different eras. All the skills need to be on the sheet and you turn on (or off) the ones you don't want. That's the only way to handle it without needing separate sheets for each era... which would still be a problem for modules that have flashbacks to other eras.

Again, just because you want something, doesn't mean it's right for everyone or every game! 

TheMarkus1204 said:

The Sheet has not to be locked to that certain Era! You could still have those EYE Toggles to make a certain skill visible! I was just talking about the CORE Skills for that era!


Saul J. said:

Actually, I disagree strongly with this. 

1. I'm currently preparing to run a module. The module suggests that certain pulp era rules and skills be used. I plan to use them in combination with the 1920s era rules/skills.

2. Some modules, like Horror on the Orient Express has sidequests that take place in different eras. I wouldn't want a sheet locked so that you only see the skills from one era when you need skills from another.

3. Just because the world you imagine works a different way, doesn't mean that we ALL have to imagine the same world and run the games the same way. The current sheet is flexible enough to handle multiple eras and it should stay that way. 

4. Computers did exist in the 1920s. They weren't like we have today but there were computing machines. Regardless, at least one module I have (I can't remember the name of it) has the characters doing some time-traveling. Why couldn't they learn how to use computers in their "future".

5. The only thing I agree on is that the sheet needs some love. I would like to see the "eye" eliminated entirely and have the sheet automatically show any skill with a non-zero value.

TheMarkus1204 said:

The ONLY other Suggestion I have for the Sheet would be a proper Era Select and depending on the Era you select, you ONLY SEE the skills available for that period!

Best example: "Computer use". This is specific for Cthulhu NOW; In 1920 this skill did not exist as Computers did not exist! So instead of having to click the Eye-Toggle for that skill (and others), I rather select the template for 1920s and only see the skills that do exist on the sheet for that Era!








October 29 (2 months ago)

Edited October 29 (2 months ago)

I am glad that we don't have to agree on this. You have your opinion on things, I have mine. And thing is given the state of the sheet and other things I will complete my running campaigns here and then switch to other VTTs completely...


And as for all the other skills in regards to flashbacks: that is where the "Additional Skills" Group comes to play... I'd simply use THIS section if need be...


Saul J. said:

And I still strongly disagree with you, especially given a recent game where there were some flashback scenarios to different eras. All the skills need to be on the sheet and you turn on (or off) the ones you don't want. That's the only way to handle it without needing separate sheets for each era... which would still be a problem for modules that have flashbacks to other eras.

Again, just because you want something, doesn't mean it's right for everyone or every game! 

TheMarkus1204 said:

The Sheet has not to be locked to that certain Era! You could still have those EYE Toggles to make a certain skill visible! I was just talking about the CORE Skills for that era!


Saul J. said:

Actually, I disagree strongly with this. 

1. I'm currently preparing to run a module. The module suggests that certain pulp era rules and skills be used. I plan to use them in combination with the 1920s era rules/skills.

2. Some modules, like Horror on the Orient Express has sidequests that take place in different eras. I wouldn't want a sheet locked so that you only see the skills from one era when you need skills from another.

3. Just because the world you imagine works a different way, doesn't mean that we ALL have to imagine the same world and run the games the same way. The current sheet is flexible enough to handle multiple eras and it should stay that way. 

4. Computers did exist in the 1920s. They weren't like we have today but there were computing machines. Regardless, at least one module I have (I can't remember the name of it) has the characters doing some time-traveling. Why couldn't they learn how to use computers in their "future".

5. The only thing I agree on is that the sheet needs some love. I would like to see the "eye" eliminated entirely and have the sheet automatically show any skill with a non-zero value.

TheMarkus1204 said:

The ONLY other Suggestion I have for the Sheet would be a proper Era Select and depending on the Era you select, you ONLY SEE the skills available for that period!

Best example: "Computer use". This is specific for Cthulhu NOW; In 1920 this skill did not exist as Computers did not exist! So instead of having to click the Eye-Toggle for that skill (and others), I rather select the template for 1920s and only see the skills that do exist on the sheet for that Era!











October 29 (2 months ago)

And you could simply ignore the skills that don't match the era of your campaign. See, it's easy to make it work... The point I was trying to make is that the sheet NEEDS to be general enough and flexible enough that everyone can play or run their game regardless of the era, or optional rules, or homebrew rules, or anything else. And, that your way is no different or no better than my way of handling a game but that both ways should be accommodated by the sheet, and Roll20, and that the developers should not change the sheet to suit your needs or your desires or your demands.

There is a Suggestion forum where you can make suggestions and accumulate votes. If a suggestion gets enough votes, then Roll20 will, if possible, make those changes. That's where you should be posting your suggestions. And, if they get enough votes, then sure, Roll20 should investigate implementing those suggestions. 

We can argue this to the death but the simple fact is: you have no more right to dictate how the sheet works than anyone else and it is up to Roll20 to decide how to maintain the sheet and what changes should be made. Suggestions help them to decide but they are not final either.

TheMarkus1204 said:

I am glad that we don't have to agree on this. You have your opinion on things, I have mine. And thing is given the state of the sheet and other things I will complete my running campaigns here and then switch to other VTTs completely...


And as for all the other skills in regards to flashbacks: that is where the "Additional Skills" Group comes to play... I'd simply use THIS section if need be...


Saul J. said:

And I still strongly disagree with you, especially given a recent game where there were some flashback scenarios to different eras. All the skills need to be on the sheet and you turn on (or off) the ones you don't want. That's the only way to handle it without needing separate sheets for each era... which would still be a problem for modules that have flashbacks to other eras.

Again, just because you want something, doesn't mean it's right for everyone or every game! 

TheMarkus1204 said:

The Sheet has not to be locked to that certain Era! You could still have those EYE Toggles to make a certain skill visible! I was just talking about the CORE Skills for that era!


Saul J. said:

Actually, I disagree strongly with this. 

1. I'm currently preparing to run a module. The module suggests that certain pulp era rules and skills be used. I plan to use them in combination with the 1920s era rules/skills.

2. Some modules, like Horror on the Orient Express has sidequests that take place in different eras. I wouldn't want a sheet locked so that you only see the skills from one era when you need skills from another.

3. Just because the world you imagine works a different way, doesn't mean that we ALL have to imagine the same world and run the games the same way. The current sheet is flexible enough to handle multiple eras and it should stay that way. 

4. Computers did exist in the 1920s. They weren't like we have today but there were computing machines. Regardless, at least one module I have (I can't remember the name of it) has the characters doing some time-traveling. Why couldn't they learn how to use computers in their "future".

5. The only thing I agree on is that the sheet needs some love. I would like to see the "eye" eliminated entirely and have the sheet automatically show any skill with a non-zero value.

TheMarkus1204 said:

The ONLY other Suggestion I have for the Sheet would be a proper Era Select and depending on the Era you select, you ONLY SEE the skills available for that period!

Best example: "Computer use". This is specific for Cthulhu NOW; In 1920 this skill did not exist as Computers did not exist! So instead of having to click the Eye-Toggle for that skill (and others), I rather select the template for 1920s and only see the skills that do exist on the sheet for that Era!














November 05 (2 months ago)
Nora C.
Roll20 Team

TheMarkus1204 said:


I rolled an attack and well... see for yourself!

I've been able to recreate this, but I'm still looking for the cause. Thank you for the report.

November 06 (2 months ago)

Edited November 06 (2 months ago)

Why does the indef. insanity threshold show the amount of Sanity you need to lose to get to the threshold rather than what the threshold is? For example, if you start with 81 Sanity, the threshold of indef. insanity is 81-81/5 = 65. Now let's say you lose 4 Sanity during a "day" and your Sanity drops from 81 to 77. Then you forget how much Sanity you had at the start of the "day". How do you know how much more you need to lose to get to the threshold? Even if you recalculate your initial Sanity by multiplying 16 by 5, it only gets you to the nearest multiple of 5 of your initial Sanity (80 in this case, even though the initial was 81).

If it just showed the Sanity amount that you need to reach to trigger indef. insanity instead of showing how much Sanity you need to lose, you could just compare your current Sanity to that number to know when your indef. insanity triggers.

How is everyone tracking this when playing with the sheet?


I suppose it's possible to make an API macro that sets it to that number...

With the ChatSetAttr API script you can create a character macro like this:

!setattr --charid @{character_id} --indef_insane_threshold|[[@{sanity}-floor(@{sanity}/5)]]

Then use that macro instead of pressing the Refresh button on indef. insanity.

Although, if you gain Sanity, you'd also need to increase this value by that amount...

Might be best if there was an editable field where you can track how much Sanity you've lost, or how much more Sanity you need to lose to trigger indef. insanity.

November 07 (2 months ago)
Nora C.
Roll20 Team

Aleksi said:

Why does the indef. insanity threshold show the amount of Sanity you need to lose to get to the threshold rather than what the threshold is? For example, if you start with 81 Sanity, the threshold of indef. insanity is 81-81/5 = 65. Now let's say you lose 4 Sanity during a "day" and your Sanity drops from 81 to 77. Then you forget how much Sanity you had at the start of the "day". How do you know how much more you need to lose to get to the threshold? Even if you recalculate your initial Sanity by multiplying 16 by 5, it only gets you to the nearest multiple of 5 of your initial Sanity (80 in this case, even though the initial was 81).

If it just showed the Sanity amount that you need to reach to trigger indef. insanity instead of showing how much Sanity you need to lose, you could just compare your current Sanity to that number to know when your indef. insanity triggers.

How is everyone tracking this when playing with the sheet?


I suppose it's possible to make an API macro that sets it to that number...

With the ChatSetAttr API script you can create a character macro like this:

!setattr --charid @{character_id} --indef_insane_threshold|[[@{sanity}-floor(@{sanity}/5)]]

Then use that macro instead of pressing the Refresh button on indef. insanity.

Although, if you gain Sanity, you'd also need to increase this value by that amount...

Might be best if there was an editable field where you can track how much Sanity you've lost, or how much more Sanity you need to lose to trigger indef. insanity.

Hey, Aleksi!

That was how it was set up before I "inherited" this sheet, so I kept it that way when I added the refresh button. That being said, I totally see your point! Some time to work on CoC7e has been approved in the near future and this is a super-quick fix, so I'll try to squeeze this in.

My instinct tells me I should keep the difference (amount you need to lose) as a hidden attribute so it can still be used for macros, but the attribute it's stored as should definitely be changed so it stays clear. For anyone who has macros set up with this attribute, I was thinking of changing the attribute for the difference from indef_insane_threshold to indef_insane_required_loss.

There's still some time before we can start work on this, so you shouldn't update any macros just yet, but I wanted to communicate ahead of time so it didn't catch anyone off guard.

November 07 (2 months ago)

The reason MIGHT be the long character name...


Nora C. said:

TheMarkus1204 said:


I rolled an attack and well... see for yourself!

I've been able to recreate this, but I'm still looking for the cause. Thank you for the report.




November 08 (2 months ago)

Edited November 08 (2 months ago)

From a glance, it looks like a par issue - it looks like the name includes a closing parenthesis, which terminates the button early, and anything after it is printed outside it. Remove the parentheses from the name, and it should work. Looks like the button is set up as (~@{sheet name|character_id}|bonus). That makes ) a problem character in a sheet name. 

EDIT: Loaded up a test game, it's not quite that simple. Still try without parentheses?  It's definitely getting cut off at the end of the character name, which ends at a closing parenthesis, but it shouldn't break from that, because the call for the ID is supposed to resolve before the button is parsed - which leads me to believe something is breaking the attribute call for the ID.

November 08 (2 months ago)

The problem with all of this is that the threshold changes, depending on how the game goes.

The rule for "indefinite sanity" says that if you lose 1/5 or more of your sanity in one game day you go indefinitely insane. You need to know what the "game day" is. One session can encompass more than one game day, and in some games and some situations, there may be two or three game sessions that incorporate a game "day".

IMO, what the sheet really needs is something similar to the 5e sheet's "long rest" button. I'm not sure what to call it. But, a button that basically resets the threshold to 1/5 the current sanity, as well as adds 1 hit point, and maybe does a few other things that generally automatically happen or get reset when the character gets a night's rest. Then you can keep the threshold at 1/5 the current sanity and you don't need to keep track of how much sanity has been lost, or forget from session to session what your sanity was at the start of the "day". All you need to do is to press the "long rest" button when the Keeper says you get a night's sleep and you're all set for another "day" of Lovecraftian horror.

Nora C. said:

Aleksi said:

Why does the indef. insanity threshold show the amount of Sanity you need to lose to get to the threshold rather than what the threshold is? For example, if you start with 81 Sanity, the threshold of indef. insanity is 81-81/5 = 65. Now let's say you lose 4 Sanity during a "day" and your Sanity drops from 81 to 77. Then you forget how much Sanity you had at the start of the "day". How do you know how much more you need to lose to get to the threshold? Even if you recalculate your initial Sanity by multiplying 16 by 5, it only gets you to the nearest multiple of 5 of your initial Sanity (80 in this case, even though the initial was 81).

If it just showed the Sanity amount that you need to reach to trigger indef. insanity instead of showing how much Sanity you need to lose, you could just compare your current Sanity to that number to know when your indef. insanity triggers.

How is everyone tracking this when playing with the sheet?


I suppose it's possible to make an API macro that sets it to that number...

With the ChatSetAttr API script you can create a character macro like this:

!setattr --charid @{character_id} --indef_insane_threshold|[[@{sanity}-floor(@{sanity}/5)]]

Then use that macro instead of pressing the Refresh button on indef. insanity.

Although, if you gain Sanity, you'd also need to increase this value by that amount...

Might be best if there was an editable field where you can track how much Sanity you've lost, or how much more Sanity you need to lose to trigger indef. insanity.

Hey, Aleksi!

That was how it was set up before I "inherited" this sheet, so I kept it that way when I added the refresh button. That being said, I totally see your point! Some time to work on CoC7e has been approved in the near future and this is a super-quick fix, so I'll try to squeeze this in.

My instinct tells me I should keep the difference (amount you need to lose) as a hidden attribute so it can still be used for macros, but the attribute it's stored as should definitely be changed so it stays clear. For anyone who has macros set up with this attribute, I was thinking of changing the attribute for the difference from indef_insane_threshold to indef_insane_required_loss.

There's still some time before we can start work on this, so you shouldn't update any macros just yet, but I wanted to communicate ahead of time so it didn't catch anyone off guard.




November 12 (2 months ago)
Nora C.
Roll20 Team

Saul J. said:

The problem with all of this is that the threshold changes, depending on how the game goes...

...IMO, what the sheet really needs is something similar to the 5e sheet's "long rest" button. I'm not sure what to call it. But, a button that basically resets the threshold to 1/5 the current sanity...

This much is already in the sheet: the indef. insanity threshold has a reset button. It's just that the number refreshed is showing the difference, not the new threshold. That much, at the least, can be fixed. The rest of these would be a good add, and I'll see what I can do, but my time on this is limited so I can't guarantee it'll make it in with this update.

November 13 (2 months ago)

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...

November 14 (2 months ago)
Nora C.
Roll20 Team

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!

November 14 (2 months ago)

Edited November 14 (2 months ago)


Nora C. said:

Hey, Aleksi!

That was how it was set up before I "inherited" this sheet, so I kept it that way when I added the refresh button. That being said, I totally see your point! Some time to work on CoC7e has been approved in the near future and this is a super-quick fix, so I'll try to squeeze this in.

My instinct tells me I should keep the difference (amount you need to lose) as a hidden attribute so it can still be used for macros, but the attribute it's stored as should definitely be changed so it stays clear. For anyone who has macros set up with this attribute, I was thinking of changing the attribute for the difference from indef_insane_threshold to indef_insane_required_loss.

There's still some time before we can start work on this, so you shouldn't update any macros just yet, but I wanted to communicate ahead of time so it didn't catch anyone off guard.


Good to hear! It might also be a good idea to make the threshold field editable in addition to having the button that sets it to a calculated value. That way if you gain Sanity during a Game Day, you can also increment the threshold manually, or if some other reason allows you to change it.

November 15 (2 months ago)

Sorry, but this is a BAD reply. EVERY OFFICIAL SHEET SHOULD BE PRINTABLE. Period. End discussion.

Nora C. said:

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!




November 19 (2 months ago)


Nora C. said:


Mestre Camillo said:

Hi Nora,

Thank you very much for your feedback, I received the information by email that there is no forecast of this correction coming into effect. That's why I requested a refund for the book and everything worked out fine. A shame, really.

However, I would like to know where I can find out if all the items on the equipment list in the CoC 7th Ed. Keeper's Book are also available in the Roll20 compendium for dragging onto the sheet.

Hey Camillo, sorry to hear about that!

As for the Keeper's Rulebook, the marketplace page for the bundle does say the compendium expansion includes almost 700 items from the book, and I can confirm that the item pages did drag and drop onto the sheet while I was testing some work on the sheet in the last month.

We try our best to make sure our product breakdowns are accurate, but some are more detailed than others. Rest assured, we can facilitate refunds if a product wasn't what you were expecting, no questions asked!


Hi,

Any update about the Skill issue?

When the Dev. Team will reply about that.

If the Total Skill Points aren't a critical bug for Roll20, there is something wrong on the development priorization Backlog.

Thanks

November 19 (2 months ago)

Thanks for pointing this out that clear! I am not going to ask anymore about this as they don't seem to care about it (or other things)! It also seems the Dev Team is THAT SMALL (1 Dev right now and that being Nora C.) that they simply don't have the time to really solve all Problems with that Sheet! One of the most critical right now being the one mentioned by Mestre Camillo...


And given they also have Jumpgate, Dungeonscrawl Integration and many other Projects going on right now... It seems they want too much! And because of that, we have to wait a VERY long time for a feature to get added... sometimes even YEARS!


Saul J. said:

Sorry, but this is a BAD reply. EVERY OFFICIAL SHEET SHOULD BE PRINTABLE. Period. End discussion.

Nora C. said:

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!







November 19 (2 months ago)

The solution is to design your own sheet. There are tools and instructions elsewhere on the net.

But, if you want the "official" sheet modified, for a game that the last time I checked, represented about 1% of the players on Roll20, yes, you will have to wait until they have the time to make the changes. The massive changes for D&D 5.5 are taking up a lot of time and effort. D&D, last time I looked, represented about 80% of the player base. Of course, they are going to give that a priority since that's where their money is.

TheMarkus1204 said:

Thanks for pointing this out that clear! I am not going to ask anymore about this as they don't seem to care about it (or other things)! It also seems the Dev Team is THAT SMALL (1 Dev right now and that being Nora C.) that they simply don't have the time to really solve all Problems with that Sheet! One of the most critical right now being the one mentioned by Mestre Camillo...


And given they also have Jumpgate, Dungeonscrawl Integration and many other Projects going on right now... It seems they want too much! And because of that, we have to wait a VERY long time for a feature to get added... sometimes even YEARS!


Saul J. said:

Sorry, but this is a BAD reply. EVERY OFFICIAL SHEET SHOULD BE PRINTABLE. Period. End discussion.

Nora C. said:

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!










November 19 (2 months ago)

While that is true, given the massive criticism for the new DnD 24 Sheet they really should put WAY more effort into this...

And since Jumpgate is THE NEW THING they should fix all appearing bugs there. And YES, this takes a lot of time. But given the promise when the Print Feature was introduced it is a shame that it has not been implemented until now...


Saul J. said:

The solution is to design your own sheet. There are tools and instructions elsewhere on the net.

But, if you want the "official" sheet modified, for a game that the last time I checked, represented about 1% of the players on Roll20, yes, you will have to wait until they have the time to make the changes. The massive changes for D&D 5.5 are taking up a lot of time and effort. D&D, last time I looked, represented about 80% of the player base. Of course, they are going to give that a priority since that's where their money is.

TheMarkus1204 said:

Thanks for pointing this out that clear! I am not going to ask anymore about this as they don't seem to care about it (or other things)! It also seems the Dev Team is THAT SMALL (1 Dev right now and that being Nora C.) that they simply don't have the time to really solve all Problems with that Sheet! One of the most critical right now being the one mentioned by Mestre Camillo...


And given they also have Jumpgate, Dungeonscrawl Integration and many other Projects going on right now... It seems they want too much! And because of that, we have to wait a VERY long time for a feature to get added... sometimes even YEARS!


Saul J. said:

Sorry, but this is a BAD reply. EVERY OFFICIAL SHEET SHOULD BE PRINTABLE. Period. End discussion.

Nora C. said:

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!













November 20 (2 months ago)

As for the "Design your own sheet" Part: There are other Sheets for Cthulhu here on Roll20! The ONLY thing really keeping me from using them in my campaigns is, that they have NO COMPENDIUM ACCESS!

I bought the Maleus Monstrorum as well as the Grand Grimoire to have access to Monsters / Spells and to be able to drag and drop those onto the VTT / the Sheet. SADLY this ONLY works with the Roll20 Sheet!! So if I want to use those, I am forced to use the Roll20 Sheet whether I like it or not!


Saul J. said:

The solution is to design your own sheet. There are tools and instructions elsewhere on the net.

But, if you want the "official" sheet modified, for a game that the last time I checked, represented about 1% of the players on Roll20, yes, you will have to wait until they have the time to make the changes. The massive changes for D&D 5.5 are taking up a lot of time and effort. D&D, last time I looked, represented about 80% of the player base. Of course, they are going to give that a priority since that's where their money is.

TheMarkus1204 said:

Thanks for pointing this out that clear! I am not going to ask anymore about this as they don't seem to care about it (or other things)! It also seems the Dev Team is THAT SMALL (1 Dev right now and that being Nora C.) that they simply don't have the time to really solve all Problems with that Sheet! One of the most critical right now being the one mentioned by Mestre Camillo...


And given they also have Jumpgate, Dungeonscrawl Integration and many other Projects going on right now... It seems they want too much! And because of that, we have to wait a VERY long time for a feature to get added... sometimes even YEARS!


Saul J. said:

Sorry, but this is a BAD reply. EVERY OFFICIAL SHEET SHOULD BE PRINTABLE. Period. End discussion.

Nora C. said:

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!













November 20 (2 months ago)

Again, design your own sheet. There are instructions for how to link your sheet to the Compendium:

Linking a sheet to the Compendium

TheMarkus1204 said:

As for the "Design your own sheet" Part: There are other Sheets for Cthulhu here on Roll20! The ONLY thing really keeping me from using them in my campaigns is, that they have NO COMPENDIUM ACCESS!

I bought the Maleus Monstrorum as well as the Grand Grimoire to have access to Monsters / Spells and to be able to drag and drop those onto the VTT / the Sheet. SADLY this ONLY works with the Roll20 Sheet!! So if I want to use those, I am forced to use the Roll20 Sheet whether I like it or not!


Saul J. said:

The solution is to design your own sheet. There are tools and instructions elsewhere on the net.

But, if you want the "official" sheet modified, for a game that the last time I checked, represented about 1% of the players on Roll20, yes, you will have to wait until they have the time to make the changes. The massive changes for D&D 5.5 are taking up a lot of time and effort. D&D, last time I looked, represented about 80% of the player base. Of course, they are going to give that a priority since that's where their money is.

TheMarkus1204 said:

Thanks for pointing this out that clear! I am not going to ask anymore about this as they don't seem to care about it (or other things)! It also seems the Dev Team is THAT SMALL (1 Dev right now and that being Nora C.) that they simply don't have the time to really solve all Problems with that Sheet! One of the most critical right now being the one mentioned by Mestre Camillo...


And given they also have Jumpgate, Dungeonscrawl Integration and many other Projects going on right now... It seems they want too much! And because of that, we have to wait a VERY long time for a feature to get added... sometimes even YEARS!


Saul J. said:

Sorry, but this is a BAD reply. EVERY OFFICIAL SHEET SHOULD BE PRINTABLE. Period. End discussion.

Nora C. said:

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!
















November 21 (2 months ago)

No thank you!


Saul J. said:

Again, design your own sheet. There are instructions for how to link your sheet to the Compendium:

Linking a sheet to the Compendium

TheMarkus1204 said:

As for the "Design your own sheet" Part: There are other Sheets for Cthulhu here on Roll20! The ONLY thing really keeping me from using them in my campaigns is, that they have NO COMPENDIUM ACCESS!

I bought the Maleus Monstrorum as well as the Grand Grimoire to have access to Monsters / Spells and to be able to drag and drop those onto the VTT / the Sheet. SADLY this ONLY works with the Roll20 Sheet!! So if I want to use those, I am forced to use the Roll20 Sheet whether I like it or not!


Saul J. said:

The solution is to design your own sheet. There are tools and instructions elsewhere on the net.

But, if you want the "official" sheet modified, for a game that the last time I checked, represented about 1% of the players on Roll20, yes, you will have to wait until they have the time to make the changes. The massive changes for D&D 5.5 are taking up a lot of time and effort. D&D, last time I looked, represented about 80% of the player base. Of course, they are going to give that a priority since that's where their money is.

TheMarkus1204 said:

Thanks for pointing this out that clear! I am not going to ask anymore about this as they don't seem to care about it (or other things)! It also seems the Dev Team is THAT SMALL (1 Dev right now and that being Nora C.) that they simply don't have the time to really solve all Problems with that Sheet! One of the most critical right now being the one mentioned by Mestre Camillo...


And given they also have Jumpgate, Dungeonscrawl Integration and many other Projects going on right now... It seems they want too much! And because of that, we have to wait a VERY long time for a feature to get added... sometimes even YEARS!


Saul J. said:

Sorry, but this is a BAD reply. EVERY OFFICIAL SHEET SHOULD BE PRINTABLE. Period. End discussion.

Nora C. said:

TheMarkus1204 said:

Are there ANY Plans to ADD the PRINT Function, that was added to the old DnD Sheet to the Cthulhu Sheet as well? If I remember correctly back when it was introduced you said you would integrate it to ALL Sheets "by Roll20"...


At the moment we haven't seen a lot of interest for Print to PDF on other official sheets, so we don't have anything planned for the short term. The best way to get traction would be to raise an idea in the Suggestion & Ideas forums for each sheet you'd like to see so others can vote if it's something they also want!



















November 25 (2 months ago)
Nora C.
Roll20 Team


Mestre Camillo said:


Hi,

Any update about the Skill issue?

When the Dev. Team will reply about that.

If the Total Skill Points aren't a critical bug for Roll20, there is something wrong on the development priorization Backlog.

Thanks


Hi again, Camillo!

The total skill points issue should have been fixed the same day you initially brought it up. I've been working on the sheet for the past week and I haven't noticed this being an issue, but if you still see something wrong I would be happy to investigate for you.

November 30 (1 month ago)

Another thing I noticed while playing today:


While rolling Sanity there is NO visual Clue of Success! Failure is highlighted, Grades of Successes (Regular, Hard, Extreme) are NOT!


Why?

December 03 (1 month ago)
Nora C.
Roll20 Team

TheMarkus1204 said:

Another thing I noticed while playing today:


While rolling Sanity there is NO visual Clue of Success! Failure is highlighted, Grades of Successes (Regular, Hard, Extreme) are NOT!


Why?

No new code has been pushed yet, so that must have been in for a while. I've added this case to our testing docs to prevent a regression in the future and will include a fix in the approaching update