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Latest sheet changes & general discussion

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Edited 1732610574
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I've added an option to the sheet to auto-roll damage (regardless of the attack roll) Similar to the old sheet. It can be enabled from the sheet's settings page and will also be available under game settings as a default option (I believe these options only effects new sheets though). example; Should be available in this week's update.
Yes, I opened a support ticket and they were able to unarchive the game for me.   >> " NOT TRUE.  The revised sheet is nearly 100% compatible with the old sheet code.  You shouldn't have any issues switching an existing game over to the revised sheet. " Nice!  I know this didn't work between the 1e and 2e and 5e sheets.  Glad to know it works from 1e to 1e revised! :)
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Edited 1732671880
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Normally , you never want to change sheet templates mid-stream. You really wouldn't lose any attribute data but each sheet has unique attribute names and work with that attribute data in different ways.  There are some obvious crossover attributes like character_name that will be probably be the same regardless of the sheet, but the vast majority of attributes will be different.  This might give the appearance that all your characters data has been wiped, but in reality it just isn't being accessed by the latest sheet.  If a sheet author wishes, they can write code into the sheet that handles those differences and can migrate data from one attribute(s) to others.  That's what I've done with the 1e Revised sheet.  The first time you open an older 1e character under a 1e Revised game, the sheet will run through a versioning routine to make it's best attempt at converting things to work under the revised schema.  I tried very hard to make this as seamless as possible.  There are some things that may require you to make an adjustment or two to get some of the auto-calcs working, but I tried to preserve the old value in those cases and the auto-calc only starts if you manually adjust the field.  I think armor details, and saving throws were handled this way because I had no idea what people included in their old 1e sheet totals for these fields.  
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Edited 1732733519
Introducing: Attack script for Advanced Dungeons and Dragons 1e sheet Purpose: Provide a script that automates Attacks using the revised Advanced Dungeons and Dragons 1e sheet. Minimize setup requirements. Requirements: The Game Server must be using the latest Advanced Dungeons and Dragons 1e sheet maintained by Vince. The GM (only) must have a Roll20 Pro account and must install the ScriptCards mod (directions below) and then cut-and-paste the Attack script into a Macro in Roll20 (directions below). No need for additional mods/APIs. How it Works. Once the script is installed as a Macro and set as a Token Action, users simply click on a token they control, click the Attack button in the upper left, and then select the weapon they want to attack with from the menu in the chat. The script will ask for a target. Once the target is selected, the script will run, using the weapon selected to make the Attack Roll, Determine Attack Result, and, if successful, Apply Damage to the target token. All rolls will be adjusted based on sheet data and token information. Results are printed to chat and the target token HP bar is modified as appropriate. All roll detail is labeled clearly in hover over text. Features (“Support” means “Optional”) - All sheet included weapon types from the repeating Attacks section, broken into Melee and Missile categories. - Auto apply all adjustments contained in the sheet repeating weapon rows including adjustments for Str/Dex, Primary/Secondary, Target Size, etc. - Each weapon in menu has an ADJ button allowing the user to enter a custom adjustment to the Attack Roll, Damage, and/or Target’s AC. - All roll data is made available with individual Labels accessible using the hover over in chat. - Support for selecting Multiple Attacker Tokens (must be same sheet) to attack a single target. - Support for sound effects on hit and “death”. Support for FX on hit. Support to auto apply Dead marker. - Support for common conditions applied using Token Statusmarkers: Blind, Charging, Fleeing, Helpless, Immobile, Invisible, Slowed, NoDex, Dead. - Support for Token Statusmarker numbers indicating specific adjustments: MinusAC, PlusAc, and NoDamage. - Support for Mirror Image using a statusmarker - Randomly assigns attack to available targets and determines result. - Calculates Backstab damage. Support for Critical calculation (Nat 20) - Support for Nat 20/Nat 1 auto Hit/Miss. - Support for automated Missile Range calculation and adjustments to Attack Roll (token to token distance). - Support for Touch AC (not including physical armor). - Support for Weapon Type vs Armor Rating (auto adjusts). Supports ability to add adjustment to Attack Roll or Target AC (and supports flipping the numbers if the sheet is setup one way but the GM wants to use the other). - All Settings are at the top of the Script and can be set by changing them with a text editor. - The script is only setup for descending AC (-10 to 10). See It In Action. Log into the ADD 1e Revised Beta Roll20 server ( <a href="https://app.roll20.net/join/731454/6RYNIQ" rel="nofollow">https://app.roll20.net/join/731454/6RYNIQ</a> ), click a token and click the Attack token action button. (Most statusmarkers are NOT set in the public beta server, but red, green, and purple work: MinusAC, PlusAC, and Mirror-Image). How to Install ScriptCards. Go to Roll20&gt;My Games. Click on the name of your Game (Server). Click Settings&gt;Mod (API) Scripts. From the Mod Library tab, click on the Mod Library drop down and type ScriptCards. Select ScriptCards. Click Save Script. Done! How to install the Attack macro/script. Go to&nbsp; <a href="https://github.com/daemonslye/1e-scripts/blob/main/Attack" rel="nofollow">https://github.com/daemonslye/1e-scripts/blob/main/Attack</a> . Found on the right side of the screen, is an icon looking like two squares lying on top of one another (hover over says “Copy raw file”). Click this - and you should see a popup that says “Copied!” Go to your game server and Launch your game as the GM. Found on the upper right is an icon that looks like 3 20-siders (hover over says “Collections”). Click it and to the right of the word, Macros, click the +Add button. In the popup, enter “Attack” (without quotes) in the Name field. Then click the large empty text box and Paste (Ctrl-V) the script into it. Click the checkbox “Show as Token Action?” and Click the Visible to Players field and select All Players. Then click Save Changes at the bottom of the dialog box. Thats it! How to Use the Script. Click a token, click the Attack button in the upper left. You’ll see an Action menu in the chat with all of the Weapons/Attacks on the character sheet. Click the weapon you want to attack with. Then click the target you want to attack and the script will run the attack. Setting up the Script for Your Server. By default, the script uses token bar 1 for HP and token bar 3 for AC. If you don’t, you should change the settings in the script before pasting it into your macros. Make sure you use a good text editor - other apps tend to strip or add characters. It is usually a bad idea to edit files directly in the popup in Roll20 for the same reason. There are a bunch of settings at the top of the file that let you set up the Attack script to work for your game - So make sure you review those and set them as desired. I have built many scripts for running a 1e game: Ability, Actions, Attack, Declare, Initiative, and Save. Actions supports spell casting, spell prep, special ability use, magic item equipment use, curing/causing wounds, casting mirror image and invis, etc. I have a Token menu that supports Vision, Light, Markers/conditions, Adding Equipment, Armor, Spells, and Abilities to the 1e revised sheet. It also does a bunch of GM tasks like linking token bars, toggling layers, resizing, adding numbers, etc. I have additional scripts for GMs like Surprise, Sense Invisible, Grapple, Morale, and Stat Block. I also have additional PC based scripts like Thief Skills, Expert Miner, Tracking, Turn Undead, Scan-Search checks, and Check for Traps. All of these scripts use ScriptCards (only), but there is a more involved setup and they are tailored to my game and game rules ( <a href="http://www.VileDarkness.com" rel="nofollow">www.VileDarkness.com</a> ). The Attack script above is my attempt to share a more basic script with the community. If there is enough interest, I can share what I already have or generate another basic capability (like Actions or Add Spell or whatever). If you have questions or need help, find me here or at Discord (same name). I'll also post this in the Macros forum, but given it is specific to this sheet, I wanted to post here first. Vince, I hope that's OK. Thanks. ~Dave (NOTE: Fonts might look weird until Vince gets the sheet updated, unless that got done already.)
&gt;&gt;&nbsp; Normally , you never want to change sheet templates mid-stream. You really wouldn't lose any attribute data but each sheet has unique attribute names and work with that attribute data in different ways. FYI - As a test, I coped an old game using the legacy 1e sheet.&nbsp; I converted the game to the new 1e sheet, and then imported that character into the vault.&nbsp; I then imported the character to another current game that uses the old legacy 1e sheet.&nbsp; Everything seemed to work fine.&nbsp; :)
&gt;&gt;&nbsp;&nbsp; Introducing: &nbsp; Attack script for Advanced Dungeons and Dragons 1e sheet @ DaemonSlye &nbsp; &nbsp;This is awesome!&nbsp; Too bad I don't have Pro.&nbsp; But I love it.&nbsp; :)
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Namocaw said: &gt;&gt;&nbsp; Normally , you never want to change sheet templates mid-stream. You really wouldn't lose any attribute data but each sheet has unique attribute names and work with that attribute data in different ways. FYI - As a test, I coped an old game using the legacy 1e sheet.&nbsp; I converted the game to the new 1e sheet, and then imported that character into the vault.&nbsp; I then imported the character to another current game that uses the old legacy 1e sheet.&nbsp; Everything seemed to work fine.&nbsp; :) That's the intention. ;-) I cannot vouch that for, everything working "out-of-the-box" when converting, but I tried to handle as much as my skills and roll20's constraints would allow.
1733097987
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I just wanted to say that Dave's SC and more mods/scripts are absolutely the cat's meow.&nbsp; He has put in a mountain of work on those and has been a invaluable asset to me while updating the 1e sheet.&nbsp; If you have a pro account I would highly recommend a trip down the proverbial rabbit hole and at least try out what's possible on a test game.&nbsp; Thanks for your contributions to the 1e community David.&nbsp; It's been a pleasure.
And Vince, You Sir, are a gentleman and a scholar. Your sheet is a godsend for us (Frequency: Very rare/Rare) Roll20 1e AD&amp;D/OSR players! *royal salutation!* Namocaw (or any-non-Pro player really), if ever you decide to get access, I would be honored to help you use ScriptCards to smooth the online running of 1e ADnD!&nbsp; Cheers ~D
Just thought of a suggestion/request.&nbsp; :) it would be cool if each Weapon, Equipment Item, and Spell could have a Picture URL field. Then the attack or use macro could display the picture above the description text when used.
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Edited 1733267595
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Namocaw said: Just thought of a suggestion/request.&nbsp; :) it would be cool if each Weapon, Equipment Item, and Spell could have a Picture URL field. Then the attack or use macro could display the picture above the description text when used. I might add something like that, but until then... you can easily insert an image just about anywhere using roll's supported chat image syntax [x](url that ends with an image format ie .jpg, .png, .gif) so for example you could insert an image right along with the attack's name field Short Sword +1 [x](<a href="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Pathfinder%20Community/Images/pf_attack_melee.png" rel="nofollow">https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Pathfinder%20Community/Images/pf_attack_melee.png</a>) and when you make the roll... ;-) Of course YMMV depending on image sizes and the placement in the roll template. Animated gif's anyone? Experiment and post back.
Cool.&nbsp; I'll have to try that.&nbsp;&nbsp;I've been putting pics into my macros lately using the subtag=[hh] method: &amp;{template:general} {{color=blue}}&nbsp; &nbsp;{{ROLL INIT}} {{subtag=[hh](<a href="https://www.dieharddice.com/cdn/shop/products/PlatinumRubyd10.jpg" rel="nofollow">https://www.dieharddice.com/cdn/shop/products/PlatinumRubyd10.jpg</a>)}} But it would be cool to store the URL with the weapon / equipment / spell instead of re-referecing it each time I build a macro.
hello everybody....brand new here.....I am planning to run 1E module and decided to use this sheet that a few friends told me about...I am looking to learn the ins and outs and mechanics of this sheet....... I am hoping that somebody or somebodies can give me a crash course on this sheet...I do not know if i could learn everything going back 4 years and what might be important. i see something get automatically entered from other information entered and then other fields have nothing happening....I need to know what applies now.. Can i get a couple of volunteers.. A friend of mine said there were api's for this sheet that can do some really nice stuff.
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Edited 1733730480
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Hi Rick, I would suggest just creating a new character and post questions if/when you stumble on something.&nbsp; Here's some info on the sheet to help; I've tried to keep the sheet as close to RAW as possible.&nbsp; In the spirit of AD&amp;D I've also tried to include lots of optional features.&nbsp; Nearly every roll on the sheet has accessible macro-text to allow further customization as well. While the sheet has a fare amount of automation, most of it is optional or you can reference the auto-filled info to help fill in other areas manually. This is definitely not the 5e sheet with a built-in compendium integration and auto-level-up. ;-P Make sure to look at the sheet's settings.&nbsp; There are many options available to customize the sheet to your liking. Nearly all of these options are available from the Game's Settings page as well, so you can set them once and all new characters will start with those game settings by default. If you add an Avatar image to a character it will be included as portrait on the sheet.&nbsp; You can also override with a custom image url in the sheet settings.&nbsp; Click the portrait to post to chat.&nbsp; Great for introducing a new PC, NPC, or monster to the table. Ability table data is auto-filled by the sheet. Enter a base score and most/all of the row's attributes will auto-fill according to the PHB. You can modify this data but if you change the base value later, the row data will update to match the new base value. Attack and damage modifiers do not auto-fill attacks. I may change this in a future update... HP and AC calcs are optional.&nbsp; You can enter hp calc info from the "Class Details" section (look directly under HP) and similarly you can enter armor-related info within "Armor Details"&nbsp; (look directly under AC) The Attack Matrix data will auto-fill table data based on class and level entered. Attack Tables(default) or THACO is an option. Attacks; the sheet does not determine if a roll is a hit. It rolls the attack and posts that info along with the to-hit AC table(whispered to the DM) and the DM can communicate if an attack hits or not.&nbsp; By default, the attack will include buttons that can roll damage as needed.&nbsp; There is an option to auto-roll damage with the attack if desired. Equipment; all gear, weapons, armor, magic items, etc. should get entered here.&nbsp; Weights from equipment are used to determine encumbrance vs carrying capacity as well as bulk(from armor) and it's relation speed/movement (these are auto-calculated).&nbsp; Armor will be synced to the armor details section.&nbsp; Weapons under equipment have a button to create an attack.&nbsp; Handy if you want to create multiple versions of attacks using the same weapon. Saving Throws; option to auto-fill base value according class/level.&nbsp; The row data is not auto-filled and any changes here will be reflected in the Save total.&nbsp; There are some additional "custom" saves available as well that might be used for particular circumstances based on race, class, etc.&nbsp; Like most rolls on the sheet, saves include a modifier query that can be used to adjust the roll.&nbsp; The DM may/may not say to include an adjustment with a roll for reasons...&nbsp; The roll template will show a success/fail based only on roll above/below the save total, but only the DM actually knows a rolls true outcome. Thief Skills; these are hidden by default so make sure to un-hide from the sheet settings if the character is "Burglar". Monsters; the sheet includes a monster page. Some attributes are shared between the PC and Monster side of the sheet. Saves, Attacks, and Special Abilities are shared for example, but Spells are not.&nbsp; If you have a heavily spell-based enemy, you may want simply use the PC side of the sheet.&nbsp; Similarly, if you have an NPC that would be better served by the PC side of the sheet there's nothing wrong in doing so.&nbsp; There's an indicator at the top right corner of the sheet to help determine PC/NPC and Friend/Foe. Hope that helps.&nbsp; I can further clarify and/or revise as needed.&nbsp; Best to just jump in and see how things work. Cheers
I love this option and use it always&nbsp; vÍnce said: I've added an option to the sheet to auto-roll damage (regardless of the attack roll) Similar to the old sheet. It can be enabled from the sheet's settings page and will also be available under game settings as a default option (I believe these options only effects new sheets though). example; Should be available in this week's update.
Invite me to your game server and I’ll walk you through it&nbsp; Rick said: hello everybody....brand new here.....I am planning to run 1E module and decided to use this sheet that a few friends told me about...I am looking to learn the ins and outs and mechanics of this sheet....... I am hoping that somebody or somebodies can give me a crash course on this sheet...I do not know if i could learn everything going back 4 years and what might be important. i see something get automatically entered from other information entered and then other fields have nothing happening....I need to know what applies now.. Can i get a couple of volunteers.. A friend of mine said there were api's for this sheet that can do some really nice stuff.
BUG:&nbsp; &nbsp;I just started a new Jumpgate game using the sheet.&nbsp; The Spells for cantrips save, but the spells for levels 1,2,3,4,5...&nbsp; It will let you press the + to add them, but it does not save them.&nbsp; SOME of them jump down to be stored under cantrips.&nbsp; NOTHING shows up under it's appropriate level.
This is off-topic, but I will be using the new sheet so its a great test...&nbsp; And I wanted to get this in front of other 1e/2e players ASAP.&nbsp; PM me if you want to play.&nbsp; Thanks! ONE DAY ONE SHOT game, TOMORROW DAY :&nbsp; &nbsp; &nbsp; Monday 12/30/2024. TIME :&nbsp; &nbsp; 9 AM central time to 4 PM central time with a 1 hr break for lunch. SYSTEM :&nbsp; &nbsp; AD&amp;D 2e + Homebrew NOTE:&nbsp; I will be running a TSR module and using homebrew "spell point" rules for mages (that make them a little more powerful at lower levels)
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Just to be clear;&nbsp; if you add a non-cantrip spell and enter something, anything in any field for that spell it doesn't save? Namocaw said: BUG:&nbsp; &nbsp;I just started a new Jumpgate game using the sheet.&nbsp; The Spells for cantrips save, but the spells for levels 1,2,3,4,5...&nbsp; It will let you press the + to add them, but it does not save them.&nbsp; SOME of them jump down to be stored under cantrips.&nbsp; NOTHING shows up under it's appropriate level.
BUG:&nbsp; THACO does not auto-populate correctly based on class / level.&nbsp; EX:&nbsp; a 5th level Mage is not THACO 20.&nbsp; :(
vÍnce said:&nbsp;&nbsp; Just to be clear;&nbsp; if you add a non-cantrip spell and enter something, anything in any field for that spell it doesn't save CORRECT
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Namocaw said: BUG:&nbsp; THACO does not auto-populate correctly based on class / level.&nbsp; EX:&nbsp; a 5th level Mage is not THACO 20.&nbsp; :( According to the hit tables it should be 20, right?
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Edited 1735529261
No, per table 38 on DMG screen REF 1&nbsp; 9263, the THACO for a 5th level mage is 19.&nbsp;&nbsp; And a 4th level fighter is 17 not 18. There is a spreadsheet cheatsheet here: &nbsp; <a href="https://docs.google.com/spreadsheets/d/1r9e_xVac3yW3qeUg5weQnxXwXKo9uKvvbhCYFof0DcU/edit?usp=sharing" rel="nofollow">https://docs.google.com/spreadsheets/d/1r9e_xVac3yW3qeUg5weQnxXwXKo9uKvvbhCYFof0DcU/edit?usp=sharing</a>
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Edited 1735536379
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9263 is 2e. I'm just going off of my old 1e DMG p74&nbsp; It shows M-U/Illusionists level 1-5 needing a 20 to hit AC0. (same as the "extracted" table image I posted above) I simply used the DMG tables when establishing THAC0 per class/level.&nbsp; I know the DMG's attack tables include repeating 20's so maybe grabbing THAC0 from the tables for 1e is incorrect? Although "to hit ac 0" was mentioned in the 1e DMG it was really something that was rolled into 2e so should THAC0 on the 1e sheet use 2e's table? (For the record you can enter whatever you want for THAC0 and the table will step +1/-1 in either direction) edit/updated : realizing that 9263 is a 2e product.
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Namocaw said: BUG:&nbsp; THACO does not auto-populate correctly based on class / level.&nbsp; EX:&nbsp; a 5th level Mage is not THACO 20.&nbsp; :( This appears to be working for me (Chrome in a Jumpgate game). When a spell is added there isn't a spell level assigned by default.&nbsp; The newly added spell remains "editable" regardless of what tab you are on, but if you click another spell level tab after adding and not setting it's level, it may appear that the spell "disappeared" or wasn't saved.&nbsp; If you do not set the spell's level when added it will still show up under "Cantrips" and/or the "All" tab until you do set the Spell's level at which point it will show up under the appropriate spell level tab moving forward.
&gt;&gt;&nbsp; When a spell is added there isn't a spell level assigned by default. Ah, gotcha.&nbsp; Thanks.
&gt; &gt;&nbsp;&nbsp; 2e product. Ah, yes.&nbsp; This is a 1e sheet isn't it?&nbsp; I forgot about the subtle differences in some of the tables.&nbsp; Crap.
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Namocaw said: &gt; &gt;&nbsp;&nbsp; 2e product. Ah, yes.&nbsp; This is a 1e sheet isn't it?&nbsp; I forgot about the subtle differences in some of the tables.&nbsp; Crap. No Worries.&nbsp; As I mentioned above, you can manually enter whatever you want in the THAC0 field and the rest of the fields will adjust.&nbsp; Just note if you later adjust the class/level within this section, the THAC0 will adjust to match according to the 1e attack tables and you will need to manually override THAC0 to match 2e or whatever...&nbsp; Also, there is an option in the settings page to disable the auto-fill to-hit tables.
&gt;&gt; Y ou can manually enter whatever you want in the THAC0 field and the rest of the fields will adjust.&nbsp; &nbsp; Yes, I manually filled them in, but the other numbers DID NOT adjust automatically.&nbsp; I had to fill in all the numbers. :(
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Namocaw said: &gt;&gt; Y ou can manually enter whatever you want in the THAC0 field and the rest of the fields will adjust.&nbsp; &nbsp; Yes, I manually filled them in, but the other numbers DID NOT adjust automatically.&nbsp; I had to fill in all the numbers. :( That's odd.&nbsp; It works for me (just tested by entering "5" and all other fields auto-filled based on 5).&nbsp;You have to click out of the THAC0 field after you enter a value for the sheet to detect the change. Also, make sure that "Auto-fill ToHit" is enabled in the sheet's settings.&nbsp; Just know that when enabled, changing the class/level here will overwrite with the 1e data. side note: I just noticed the local checkbox for "Auto-fill ToHit" is included for the Hit Tables Matrix but is missing from THAC0 Matrix. It's only included locally for convenience. It's just a copy of the sheet's settings checkbox. I'll make sure to add that for THAC0 as well. Updated submitted with this change today. Should see it tonight.
&gt;&gt;&nbsp; That's odd.&nbsp; It works for me When you manually populate the THACO, is there a class selected in the drop down? I had both.&nbsp; Maybe the 1e class table is overriding the manual THACO entry?
Anyone familiar with Jumpgate effects?&nbsp; The beam works great in a macro -- /fx beam-fire I can't get the new Rocket effect to work ...&nbsp; /fx rocket-fire gives me an error...&nbsp; any thoughts? Also... how do you make rolls larger in the chat? thx
Also.. is there a way to make certain text bold or larger in a macro?&nbsp;&nbsp; &amp;{template:general} {{color=@{selected|color_option}}} {{name=@{selected|character_name}}}**bold**{{KUNDARAK DELVING BOOTS }}{{Grants the Wearer:&nbsp; Freedom of Movement }}{{This item grants its wearer the ability to move and attack normally while under the influence of magic that impedes movement }}{{Such as Hold Person, Paralysis, Solid Fog, Slow and Web }}{{[gg](<a href="https://media.giphy.com/media/jVVty7Lr7hjXre3lSU/giphy.gif" rel="nofollow">https://media.giphy.com/media/jVVty7Lr7hjXre3lSU/giphy.gif</a>)}} /fx burst-acid !roll20AM --audio,play|spell 33
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Kruc said: Also.. is there a way to make certain text bold or larger in a macro?&nbsp;&nbsp; You can use some very basic Markdown on roll20; <a href="https://wiki.roll20.net/Markdown" rel="nofollow">https://wiki.roll20.net/Markdown</a> Unfortunately Roll20 does not allow any markdown related to headers. The ability to use headers could be used to increase font-size (although there may other unwanted effects as well)... Make sure to include any markdown inside the roll template key. ie Inside the curly brackets. Anything outside the roll template key will be ignored by the roll template.&nbsp;{{**something else**}} would make " something else " bold. Also know that you can use new lines inside the roll template key as well. New lines outside/between keys will break the roll template. So if you want all of your macro executed within the same roll template call, it needs to be one continuous line of commands. The 1e roll templates at browser 100% will approximately use; 34px for {{bigname}} 18px for {{bigtext1}} thru {{bigtext12}} 18px for {{name}} 14px for {{subtag}} 13.5px for general text, ie {{roll}}, {{damage}}, {{freetext}}, etc. Here's a couple test macros people can use to see/learn the 1e sheet's included roll template ie the defined {{keys}} General roll template &amp;{template:general} {{bigname=bigname = bigname}} {{name=name = name}} {{subtag=subtag = subtag}} {{color=darkblue}} {{bigtext1=bigtext1 = [[1d20]] }} {{bigtext2=bigtext2 = [[1d20]] }} {{bigtext3=bigtext3 = [[1d20]] }} {{bigtext12=bigtext(...12) = [[1d20]] }} {{roll_high=roll_high [[1d20]] }} {{roll_low=roll_low [[1d20]] }} {{roll_target=roll_target [[20]] }} {{roll=roll [[1d20]] }} {{school=x}} {{spell_level=x}} {{range=x}} {{duration=x}} {{area_of_effect=x}} {{components=x}} {{casting_time=x}} {{saving_throw=x}} {{save_type=x}} {{quantity=x}}{{quantity_max=x}} {{uses=x}} {{uses_max=x}} {{custom key left=&nbsp;}} {{custom key centered}} {{=custom key right}} {{custom key=value}} {{freetext=**freetext** = Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s...}} {{ [.](<a href="https://s3.amazonaws.com/files.d20.io/images/56118678/hzXbLFvUu8q7o-zMaYrXoA/max.jpg" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/56118678/hzXbLFvUu8q7o-zMaYrXoA/max.jpg</a>) }} {{link=[LINK](<a href="https://app.roll20.net" rel="nofollow">https://app.roll20.net</a>)}} Attacks roll template &amp;{template:attacks} {{bigname=bigname = bigname}} {{name=name = name}} {{subtag=subtag = subtag}} {{color=darkred}} {{bigtext1=bigtext1 = [[1d20]]}} {{bigtext2=bigtext2 = [[1d20]]}} {{bigtext3=bigtext3 = [[1d20]]}} {{bigtext12=bigtext(...12) = [[1d20]]}} {{attack1=attack1}} {{attack2=attack2}}{{attack3=attack3}} {{attack4=attack4}} {{damagevsSMchatmenu=[damagevsSM](~)}} {{damagevsLchatmenu=[damagevsL](~)}}{{damage1vsSM=damage1vsSM}} {{damage2vsSM=damage2vsSM}}{{damage3vsSM=damage3vsSM}} {{damage4vsSM=damage4vsSM}} {{damage1vsL=damage1vsL}} {{damage2vsL=damage2vsL}} {{damage3vsL=damage3vsL}} {{damage4vsL=damage4vsL}} {{damage1=damage1}} {{rate=X}} {{range=X}} {{length=X}} {{space=X}} {{speed=X}} {{link= [LINK](<a href="https://app.roll20.net" rel="nofollow">https://app.roll20.net</a>)}} {{custom key left=&nbsp;}} {{custom key centered}} {{=custom key right}} {{custom key=value}} {{WeaponNotes=WeaponNotes}} {{damagetype=X}} {{freetext=**freetext** = Lorem Ipsum is simply dummy text of the printing and typesetting industry. Lorem Ipsum has been the industry's standard dummy text ever since the 1500s...}} {{ [.](<a href="https://s3.amazonaws.com/files.d20.io/images/56118678/hzXbLFvUu8q7o-zMaYrXoA/max.jpg" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/56118678/hzXbLFvUu8q7o-zMaYrXoA/max.jpg</a>) }} {{ToHitACadj2to10=ToHitACadj2to10}} roll20 tip: You can always make a roll then click in the chat input window and use the UP arrow key to step through the previous command/macro sent to chat. It's a good method to use if you want to learn more about a roll template.
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Namocaw said: &gt;&gt;&nbsp; That's odd.&nbsp; It works for me When you manually populate the THACO, is there a class selected in the drop down? I had both.&nbsp; Maybe the 1e class table is overriding the manual THACO entry? It "should" work regardless... Things to help verify if there's an issue; THAC0 and "Auto-fill Hit Tables" need to be selected from the sheet's settings. Open the THAC0 matrix table found at the top of the attack section Enter a value in the THAC0 field and hit enter or change focus.&nbsp; Expected behavior; All vs AC fields should update based on the THAC0 value entered. Expected behavior; IF you change the class/level locally(within this section) ALL values will auto-fill using 1e's THAC0 class/level table data for AC 0. Expected behavior; Entering a new THAC0 value will override as per #3/4 above. Expected behavior; IF you do not change the localized class/level, the values should remain unchanged unless you update THAC0 and/or any of the given table values manually. Is this the behavior you are seeing?&nbsp; If not please explain so that I can verify to make adjustments if needed. TIA FYI: using the Attack Matrix to-Hit tables(sheet default) works similarly.
Hey Vince, Are there any plans to auto-populate the character level in the attack matrix? I am guessing it's a manual adjustment because of multi-class characters, but perhaps a checkbox to set the default attack class would work? I think I've been spoiled by all of the automation you've built, and&nbsp; I'm still loving this sheet! ~Max
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Maxwell said: Hey Vince, Are there any plans to auto-populate the character level in the attack matrix? I am guessing it's a manual adjustment because of multi-class characters, but perhaps a checkbox to set the default attack class would work? I think I've been spoiled by all of the automation you've built, and&nbsp; I'm still loving this sheet! ~Max I have thought about it... as well as a few of other "opt-in" auto-fills. Attack Matrix (tables &amp; thac0); option to auto-fill to-Hit data based on Class &amp; Level. Similar to the current, localized auto-fill checkbox, but extending it to detect your actual class and level from the top of the sheet.&nbsp; Regarding multi-class/dual-class, I would have to build in some logic to use the "best" hit table. Even with an "opt-in" selected, the table data could still be manually adjusted and would remain unchanged unless the class/level was adjusted. Saving Throws ; option to auto-fill base using the class/level from the top of the sheet. Use "best". Can be manually adjusted but will recalc with class/level changes. Thief Skills ; option to auto-fill base using the class/level from the top of the sheet. Use "best". Can be manually adjusted but will recalc with class/level changes. Attack mods (to-Hit, Missile and Damage); option to use the Strength and Dexterity table data to auto-fill weapon attacks based on their attack type (ie BTB for Melee or Ranged) The sheet currently shows these modifiers (values are from the STR and DEX rows) in the section just above the attacks area just as a handy reference. Again, you could override these values per-weapon/attack as well, to handle rules interpretation/variation (ie hurled weapons STR-based damage bonus) but would recalc if STR or DEX changed. I might even include a Ranged (per-weapon) option to indicate if it is STR-based.&nbsp; ie composite bows and/or hurled weapons. Too much?&nbsp; Too many options?&nbsp; Go for it? Curious, what are the communities thoughts? Thanks
You're the one doing all of the work, but if you've been thinking about these already I say go for it! One consideration I thought of - for this to work the class fields at the top of the sheet would need to be drop-down selections. This would work great except for the situation when non-standard classes are being used in a particular campaign, like my 1e based Steampunk Campaign.&nbsp;
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While a selector would great for the person coding things, that would probably be too problematic at this point.&nbsp; I would probably have to parse the class fields and look for "common" names for 1e classes.&nbsp; If you have a totally custom class, you would need to include a common class name if you wanted to use the auto-fill to-Hit data.&nbsp; Might be more to it, but that's just my initial thoughts.
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Regarding the Attack Matrix, I think there are just too many permutations to handle to try to auto-detect. For example, most 1e games I've encountered use the 5% rule for fighters and my players are forever forgetting to reset it. I think if you had a drop-down or number field to set the THAC0 (at the TOP of the sheet, near level) - with the appropriate repeating 20s being handled based on settings, it would do the trick nicely. You'd need a special number/value for THAC1=20 of course. Saves - To do this right, you'd need a drop down with all of the crazy combos (and if you bring UA into it, this gets unusable) and three level fields. So - then to actually do it, you need a totally new way to set class and level - with customizable fields. Probably too much effort for the benefit... I'd love to have a dropdown covering multi-class but not sure its possible. I know the math is pretty simple if you look at the numbers - maybe you can distill thing into their basic categories (cleric/fighter/mage/thief) but it might confuse folks. For thief skills, I wouldn't bother, esp. with assassins and possible thief-acrobats, etc. I'd rather you have a checkbox to prefill the Dex bonuses and drop down for standard race adjustments if you really wanted to work on that section. Attack Mods. I don't think most folks will use the In Use fields - We do, and even then my players dont use them correctly. I think putting the number at the top is confusing as is - and trying to merge multiple into one is worse. But that's just me... In any case, I'd vote to not to try merging any more data into that top area. I'm thrilled you are working to keep the sheet moving forward! I know that major changes are unwarranted while R20 is looking at major platform changes (beacon, etc.), otherwise I'd be bothering you about containers and such (heh). Thanks again for all the work you're doing! ~D
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FWIW I haven't ever heard any hint of Roll20 trying to move the existing 1000+ community-created character sheets, into Beacon. It's hard for me to imagine (but not unfathomable) that Roll20 would ever stop supporting the existing community-created character sheets.&nbsp; DaemonSlye said: I'm thrilled you are working to keep the sheet moving forward! I know that major changes are unwarranted while R20 is looking at major platform changes (beacon, etc.), otherwise I'd be bothering you about containers and such (heh).
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DaemonSlye said: Regarding the Attack Matrix, I think there are just too many permutations to handle to try to auto-detect. For example, most 1e games I've encountered use the 5% rule for fighters and my players are forever forgetting to reset it. I think if you had a drop-down or number field to set the THAC0 (at the TOP of the sheet, near level) - with the appropriate repeating 20s being handled based on settings, it would do the trick nicely. You'd need a special number/value for THAC1=20 of course. Fighter 5% to-hit table ; I don't believe it would be hard to include a 5% progression table option for fighters. Tick a box and the 5% table would be used instead of the normal fighter table. Automating Attack Matrix further ; the change I'm considering isn't a fully automated class/level/hit-table auto-fill, but merely a step further than what is already implemented.&nbsp;Pick a core class from within the matrix section dropdown and the sheet would uses THAT class to auto-fill based on THAT classes level. It would continue to auto-fill if/when THAT classes level changes +/-.&nbsp;Multi-class would pick their best THAC0 class.&nbsp; Dual-Class pick their first class but if you later advance another class that has a better hit table you change to the better class and it would become the new auto-fill moving forward. In order for this to work, the class you select would need to match a word (ie core class name) in one of the sheet's 3 class fields/attributes. The class name would need to either be one of the core class names exclusively, or include a core class name in order for the sheet to properly track class and level. ie Barbarian Fighter, Cavalier Fighter, etc. If it doesn't find a match it simply uses whatever you have in the matrix section like it currently does now.&nbsp; Might help with those players that forget to check things when they level up. IDK... Worthwhile addition? THAC0 trigger ; add a THAC0 field next to class/level. If the sheet has the "Auto-fill hit tables" enabled, changes to this field would trigger a sheet calc to auto-fill the to-hit tables based that class and level?&nbsp;Is this just another way to trigger the to-hit calcs but with a prominent THAC0 field at the top of the sheet? I assume this is not necessarily related to choosing THAC0 vs to-Hit tables, although the field would work for either? Saves - To do this right, you'd need a drop down with all of the crazy combos (and if you bring UA into it, this gets unusable) and three level fields. So - then to actually do it, you need a totally new way to set class and level - with customizable fields. Probably too much effort for the benefit... I'd love to have a dropdown covering multi-class but not sure its possible. I know the math is pretty simple if you look at the numbers - maybe you can distill thing into their basic categories (cleric/fighter/mage/thief) but it might confuse folks. Please don't mention UA. ;-) The current auto-fill implementation requires that you choose a class. Probably fine for single class characters, but dual-class? Maybe...&nbsp; Multi-class? Probably not.&nbsp; As-in, you can pick the best class per save type, correct? So at best, this is a pick a best class &amp; level just to help get started then edit based on a particular save type. ;-( To improve this for dual-class and multi-class, it would need to check classes and levels as entered at the top of the sheet and find the best value for each save type. The sheet would need to parse the class names and find matches to core class names. No match, no auto-fill. For thief skills, I wouldn't bother, esp. with assassins and possible thief-acrobats, etc. I'd rather you have a checkbox to prefill the Dex bonuses and drop down for standard race adjustments if you really wanted to work on that section. Please don't mention UA. ;-) Option to Auto-fill Dex and Race... I think this is possible. (probably could add one additional custom as well for reasons...) Attack Mods. I don't think most folks will use the In Use fields - We do, and even then my players dont use them correctly. I think putting the number at the top is confusing as is - and trying to merge multiple into one is worse. But that's just me... In any case, I'd vote to not to try merging any more data into that top area. The "In Use" represents the current weapon/attack that has been flagged as in-hand or "armed".&nbsp;I believe you use it for dual attacks? Based on some of the conversations in these forums, people may use them for various reasons. No more data would be included here and I might add an option to hide this row (default: shown) given there are probably many that do not use it. The to-Hit, Missile and Damage fields are just copies of what is generated/entered in the Attributes section.&nbsp; It seemed logical (to me at least) to include them with the other "global" weapon/attack-related values. They simply serve as a quick reference when adding and/or modifying your attacks without having to scroll up to the Attributes section. Given that many other sheets on roll20 include these types of attribute modifiers in their attacks, I feel it would be a nice option for our sheet as well. The old sheet did not have them linked to their logical attribute pairings and so I opted not to touch these fields with the revised sheet. Linking these fields would be optional. Not linked by default, but if it was enabled it would link to the appropriate ability. Also, as with most of the sheet options, if you are the games creator, you can set your own defaults. I'm thrilled you are working to keep the sheet moving forward! I know that major changes are unwarranted while R20 is looking at major platform changes (beacon, etc.), otherwise I'd be bothering you about containers and such (heh). Thanks again for all the work you're doing! ~D Don't mention containers. ;-P Thanks for your input David.&nbsp; I do appreciate your insight and seemingly limitless knowledge of 1e and it's footnotes.
THAC0 trigger. Yes! This would work best for us. We allow classes to increase in the Attack Matrix incrementally rather than jumping up all at once at one level (and we use the repeating 20s so that is great as well). All of the rest makes sense. Setting aside containers for a bit, one other thing that would be nice is the red highlighting that happens in the name if there is a comma. eg. Golem, Clay or Weasel, Giant. It would be nice if that didn't get called out as if in error. Thx!
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DaemonSlye said: Setting aside containers for a bit, one other thing that would be nice is the red highlighting that happens in the name if there is a comma. eg. Golem, Clay or Weasel, Giant. It would be nice if that didn't get called out as if in error. Thx! You mentioned that in private and I forgot all about it.&nbsp; My bad.&nbsp; Removing commas from the "no-fly" list should be fine.&nbsp;&nbsp; Including closing brackets in a character name ( ie ), }, ] )&nbsp; can sometimes cause elusive issues with sheetworkers, api, and/or macros.
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A few updates going in sometime™ today #13708 ; - AC calculation updated: check has been added to remove low Dex penalties beyond AC 10. "Armor class below 10 is not possible except through cursed items." DMG p73 Inspired by a recent post on the forums ( here )... - Added formatting for chat menu and api button links in the roll template. Including a backtick just inside the first parenthesis of the button macro removes the default sheet formatting &amp; roll20's default pink text. ie [Click Me](`~some_ability) - Improved the roll template's allprops schema to better handle custom key=value pairs.{{sans equal sign text is centered}}, {{=%NEWLINE% empty on the left, text aligns to the right}} {{empty on the right, text aligns to the left=%NEWLINE%}} Use %NEWLINE% or carriage returns inside of the roll template to create new rows within the same key. example showing allprops (ie undefined keys in the roll template) left, center, right and w/backtick trick for chat buttons Normal Chat menu formatting w/out backtick trick Chat menu formatting w/backtick trick - Added inline roll results border color for success(green) and fail(red). Applies to the &amp;{template:general} roll template. The success/fail border is based on the {{roll_high}}, {{roll_low}} and {{roll_target}} keys which are used for all check-based sheet rolls. ie Ability Checks, Saving Throws, Thief Skills, etc. Have fun storming&nbsp; the castle!
NICE!
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Updated the Beta game with a few sheet changes (next live update TBD); Added an option to the Attack Matrix/THAC0 section to sync to-Hit values to a class. Table data will continue to auto-adjust whenever the linked class level changes. Multi/Dual-class characters should choose the most favorable class. Class names entered on the sheet need to match one of the core 1e classes in order for this option to work. Defaults to class 1 of 3 if enabled. Change class as needed. Added an option to use a 5% progression based to-Hit table for Fighters. (DMG p74) "Use 5%" checkbox added to the sheet's Settings|Misc. Options and inside the Attack/THAC0 Matrix window when Fighter is selected from the "Use Table" dropdown. Attack/THACO Matrix section has been updated so that it's opened/closed state will remain persistent. It will be open by default on new sheets. Removed the character_name validation warning for the use of commas within a character's name. Removed alternating row background-color from the &amp;{template:attacks} roll template. The alternating shading is used primarily for the general template. Spells in particular. 2/9 - Added an option to the Thief Skills to sync to a class. Base value will continue to auto-adjust whenever the class level changes. This will also recalc Total. 2/10 - Added an option to autofill Dex and Racial modifiers for Thief Skills. Sheet will try and match the race entered at the top of the sheet and adjust accordingly. If there is not a match(fyi: blank defaults to human), it will set the dropdown to "n/a" and racial modifiers to "0". You can either manually adjust them or ensure your character race matches one of the PHB races. (human, dwarf, elf, gnome, half-elf, halfling, half-orc) case doesn't matter.
THANK YOU!