Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×

T&T: Chat-Based Inventory, Dynamic Shops, Auto-Healing, Loot & Item Automation for Roll20 D&D 2024

1780370495

Edited 1784031706
AmadeusVF
Pro
API Scripter
Trinkets and Trackers [T&T]: API for Less Bookkeeping, More Playing... ...We have all been there... In the middle of the no mercy battle... The fighter is down. The cleric is panicking. Cidius (The Cleric) runs across the battlefield to save his fallen partner. - “I use a healing potion!” Great. Heroic moment. Then everything stops... Cidius opens his character sheet. Looks for the inventory. Scrolls. Scrolls again. Finds the potion. Checks what it does. Then the fighter comes alive for a second and says: “Dude, just roll 2d4+2 and update the inventory later.” And just like that, the heroic moment becomes inventory management... That is exactly the kind of problem T&T is being built to solve. What is Trinkets & Trackers? Trinkets & Trackers [T&T] is a Roll20 API script/toolkit for D&D 2024 designed to reduce bookkeeping and speed up common gameplay actions directly from the chat.  The goal is simple:     Less time managing Character Sheet. More time playing D&D. It is being built to help with the small tasks that often slow down a session: checking inventory, using healing potions, searching for items, equipping gear, managing shops, giving items to players, handling loot, and accessing attacks or spells without constantly opening character sheets. T&T is not meant to replace the GM or automate the entire game. It is meant to remove repetitive manual work, keep the session moving, and give both players and Game Masters faster access to the tools they already need during play. Setting up your Tokens: T&T starts with a simple idea: Select a token, run [ !tntToken init ], and give that character quick access to the tools they need during the session. Token Init prepares the selected token for T&T and creates quick chat buttons for common actions such as:     - Ability checks     - Saving throws     - Skills checks     - Initiative     - T&T Inventory     -  T&T Available shops     -  T&T Item search     -  T&T Combat     -  T&T Spells The Interactive Inventory System Players can open their inventory directly from the chat by pressing the Inventory button created by Token Init, or by selecting a token and typing: [ !tntInventory ] T&T then displays that token’s inventory in the chat, organized by useful item categories and including the character’s wallet. This makes inventory easier to read during the session without forcing the player to open the character sheet, search through tabs, or manually check every item. The inventory system comes with several quality-of-life features, and one of the most useful for tabletop play is [E] Equip, [U] Use, [G] Give. [G] Give: Transfer items between Tokens. Need to hand a potion to the fighter before they charge into combat? Pass a key to the rogue? Share supplies with another party member? With [G] Give, players can transfer items directly to another token within 5 feet, making positioning and proximity matter just like they do at the table.  Select a valid target, choose the item and quantity, and T&T handles the rest. The item is removed from your inventory and added to the target’s inventory automatically, preserving its data and properties. This works not only with standard items, but also with customized, modified, and player-created items, so every detail is transferred exactly as intended. You can also transfer currency between characters, making it easy to split treasure, share rewards, repay debts, or pay fellow adventurers without manual bookkeeping. [U] Use : Consumables from the Inventory. Many consumable items can be used directly from the inventory with the [U] Use button. For example, when a character uses a healing potion, T&T asks them to select a target: themselves or another creature within 5 feet. Once a valid target is chosen, the system handles the rest:     -  The potion is consumed.     -  The healing is rolled.     -  The target’s hit points are restored automatically. No manual item removal. No separate dice roll. No adjusting HP by hand. Just use the item and keep the combat moving. [E] Equip/Unequip: Gear Management from the Inventory Equipment management is faster and cleaner with the [E] Equip/Unequip button. Directly from the inventory, players can equip or unequip weapons, armor, and other gear with a single click. When an item is equipped, T&T automatically applies its associated benefits to the character. When the item is unequipped, those effects are updated accordingly. Changing weapons before a fight? Putting on armor before entering a dangerous dungeon? Adjusting your loadout after a long rest? T&T handles the bookkeeping for you. And this is not limited to standard equipment. The [E] Equip/Unequip system also supports customized items, modified equipment, and player-created gear, applying their unique properties and effects just like any other item. If you need more information about an item in your inventory, simply hover your cursor over its name to view a quick description. For a complete breakdown, click the item's name to open a detailed information window containing everything you need to know about it, including its properties, effects, requirements, and any custom data associated with the item. Search for Item Information Players can use the Search macro to quickly look up items without browsing through long lists or opening external references. You can run it from the macro, or type:     [ !tntItem search itemname ] When used, T&T searches the Item Database handout for matching results. The current database includes 379 items from the Dungeon Master’s Guide 2024 , including all standard equipment and a selection of magic items. More magic items will be added in future updates to expand the library even further. But the database is not limited to official content. Game Masters can also create and store their own custom items in the same handout. Since the item library lives inside Roll20 as a handout, it can be moved between campaigns, making it easy to keep your homebrew items, modified gear, and custom rewards portable across different adventures. Search results include several useful options:     -  Click the item name to view its full details privately.     -  Press Send to share the item’s description with the public chat.     -  Press Give (GM only) to select a target and instantly add the item to that character’s inventory. Whether you are looking up a magic item, sharing item details with the table, or handing out treasure after an encounter, the Search system keeps everything fast, organized, and only a few clicks away. The Item Create Menu (!tntItem create) By filling out the item's fields and pressing Save, your custom item is automatically added to the Item Database handout. Once saved, it becomes fully integrated into the system and behaves just like any other item in the database. Players can find it through the Search macro, Game Masters can distribute it using the Give function, and it can even appear in shops and be purchased by players as part of the normal gameplay experience. This allows GMs to seamlessly expand the item library with homebrew equipment, consumables, magic items, crafting materials, quest rewards, or any other custom content, all while maintaining full compatibility with the inventory, trading, and store systems. Dynamic Shop System One of the most powerful features of T&T is the Dynamic Shop System. Instead of handling shopping scenes with handouts, notes, manual inventory edits, and “I’ll add it to my sheet later,” T&T lets Game Masters create and manage shops directly inside Roll20. Open the GM shop menu with:         [ !tntShop menu ] From this menu, the GM can create, edit, and control stores for the campaign. Shops can support:     -  Limited or infinite stock     -  Default prices or custom prices     -  Open and closed states     -  Hidden shops for secret vendors or special locations     -  Item lists managed by the GM     -  Character blacklists for narrative reasons     -  Sales tracking     -  Total earnings     -  Most sold item reports     -  Portable shop data through handouts This means a shop can be more than just a list of items. A blacksmith can run out of swords. A magic vendor can stay hidden until the party earns access. A banned character can be refused service. A traveling merchant can be moved from one campaign to another. A GM can track what players are buying and how much gold is flowing through the economy. And when players buy an item, T&T can automatically add it to their inventory, reducing manual sheet edits and keeping the shopping scene moving. The goal is simple:     Make shops feel useful, flexible, and campaign-ready without turning the GM into an accountant. Creating a store and Adding an Item Loading Shops that you have in the handout. Player Shop Access Players can open the Shop macro to browse all available stores in the campaign world. They can step into a blacksmith’s forge, a dusty trade post, a general store, or a hidden arcane boutique, each one with its own inventory, rules, prices, and flavor. When a player chooses an item to buy, T&T handles the transaction automatically:     -  Checks if the character has enough money     -  Converts currency when needed between gold, silver, and copper     -  Removes the correct amount from the character’s wallet     -  Adds the purchased item directly to the character’s inventory No math. No manual gold tracking. No “I’ll add it to my sheet later.” The player finds the item, buys it, and keeps the scene moving. The Dynamic Shop System is designed to turn shopping from a bookkeeping task into an actual part of the adventure. Stores can have personality, rules, limits, secrets, prices, stock, earnings, and history. Players can browse and buy without stopping the game, and GMs can manage the economy without rebuilding everything by hand. Whether it is a simple village shop, a traveling merchant, a black-market dealer, or a hidden magic vendor, T&T helps make shops feel connected to the world instead of disconnected from the session. Attacks and Spells Handlers Opening your character sheet every time you want to act can slow the game down, especially when all you need is a quick attack, spell, or simple action. Instead of digging through tabs and searching for the right button, T&T provides quick chat interfaces for attacks and spells. Players can use the macros created by Token Init, or type:     [ !tntToken attacks ]     [ !tntToken spells ] The system then displays a compact action menu in the chat, listing the character’s available attacks or spells in one place. This makes it easier to:     -  Roll weapon attacks     -  Use unarmed strikes     -  Access spell options     -  Keep combat actions visible     -  Reduce time spent opening the character sheet Everything is organized, ready to use, and designed to keep combat fast, clear, and uninterrupted. Spells has detailed information below the action and has every spell separated by level. Upcoming Roadmap T&T is currently in Phase 2 of 7 . The long-term goal is to grow T&T from an inventory and shop toolkit into a larger Roll20 campaign assistant: something that helps with tokens, loot, rewards, NPCs, world tracking, campaign management, and eventually a full GM control table. Here is the planned roadmap: Phase 1: Interactive Inventory System (Complete). Phase 2: Dynamic Shop System (Complete). Phase 3: Token Management Smarter token setup, HP damage handling, automatic effect application, concentration tracking, Darkvision, HP bars, token labels, light sources from inventory items(torches and lamps), auras, and support for chest, set tokens as lootable, and pickable item tokens in preparation for Phase 4. Phase 4: Loot Tables, Rewards, and Shops Automated loot, chest treasure, mission auto rewards, lootable map items, and magic shop generation inspired by D&D 2024 tables or previous prepared GM tables, helping GMs make treasure and rewards faster, more dynamic, and less dependent on manual preparation. Phase 5: NPC Management Phase 5 will focus on making NPCs more useful inside the campaign world. Planned features include:     -  NPC lore tracking     -  Automatic NPC names     -  Automatic NPC personality generation     -  NPC path following     -  Clickable NPC chat interactions based on campaign lore or missions     -  NPC placement based on time of day     -  NPC reward handling     -  NPC memory of player actions toward them, their village, or their faction     -  Enemy fleet/group manager for ambushes, patrols, or war planning     -  NPC progression or level-up based on personality and role The goal is to make NPCs feel more connected to the world instead of being static tokens on the map. Phase 6: Maps and World Management Phase 6 will focus on larger campaign-world systems. Planned features include:     -  Day phase tracker, from early morning to midnight.     -  Date and time tracker: year, month, week, day, hour, minutes, and seconds.     -  Climate tracker and randomizer based on time of day, seasons, and regions.     -  Maps lore and event trackers for Cities, Villages and Regions.     -  Random events based on population, lore, natural disasters, and more.     -  World goverment and f action   information tracking.     -  Shops, NPCs, villages, troops, and faction placement based on dates. This phase is aimed at helping GMs run a living world where time, weather, factions, towns, and events can actually matter. Phase 7: Campaign Management Player statistics, campaign progress, quests, explored regions, session tracking, start/end session tools, and possible integrations with other Roll20 scripts. The roadmap may change based on testing, Roll20 limitations, and community feedback. Final Thoughts T&T is still in active development, and feedback from other Roll20 GMs and API users is very welcome. If you want to follow the project more closely, I also share updates, progress notes, and feature polls on Patreon "AmadeusVF", where people can keep up with development and vote on future priorities. Thanks for reading, and I would love to hear what problems you would want T&T to solve at your table.
Please allow this to be compatiable with the 2014 sheet as well!
HI, Would love to try this out. Is the API available to install ?
1780494794
AmadeusVF
Pro
API Scripter
Novercalis said: Please allow this to be compatiable with the 2014 sheet as well! There are some features that I’m not sure will work for 2014, but after I finish Phase 3, I’ll take a look and see if I can make them work on 2014 too.
1780494896
AmadeusVF
Pro
API Scripter
FFR said: HI, Would love to try this out. Is the API available to install ? I’ve submitted the pull request to add it to the list of scripts in the API section. Once it gets the green light, you’ll be able to test it.
1781041305

Edited 1781041376
AmadeusVF
Pro
API Scripter
Trinkets and Trackers is ready to install from mod library, the version available is 1.2.2, it will be updated sometime to 1.2.4, to start using it, remember to switch the sandbox to experimental and copy the handouts information, you can follow the installation guide in  Patreon , Handout's files are also there and in the github. I hope this help you to reduce the bookkeeping time in your campaign. if you have any issue or suggestion, let me know on this post.
Amadeus, I'm really liking this script and currently setting up some shops for a new campaign starting in a few months. I'm setting up shops for all the standard equipment available in the PHB. I've come across a couple of items that aren't covered  which isn't a problem as I can manually add price etc. Are you looking for feedback on these items as the manual set up doesn't generate an image or the hover text about the item which I think work really well with the shop ?
1782423013
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, I'm really liking this script and currently setting up some shops for a new campaign starting in a few months. I'm setting up shops for all the standard equipment available in the PHB. I've come across a couple of items that aren't covered  which isn't a problem as I can manually add price etc. Are you looking for feedback on these items as the manual set up doesn't generate an image or the hover text about the item which I think work really well with the shop ? Hi  FFR , I'm really glad to hear that you're enjoying the current public version of the script! About the items: the current catalog includes 377 items, covering most basic equipment, armor, weapons, and potions. However, there are still 700+ magic items that are not included yet. Adding all of that information manually took quite a lot of time, so I paused that part for a while. That said, you can also add custom items yourself, including images, using this command: !tntItem create This will generate a draft where you can fill in the item fields, such as name, description, effect, image, and more. After you press Save, it will update your item catalog, and the information will appear when you open the store, even if the item was already there before updating the catalog. Any feedback you have is very welcome and will definitely be taken into consideration for future updates. you can also check the post I made on Patreon  if you want to see the latest progress on the script. I’ll also be honest: because there hadn’t been much interaction around the script, I wasn’t sure people were actively using it, so I hadn’t prioritized pushing the newer version yet. But your message is great motivation, so I’m going to prepare a request to upload the more advanced version. Thank you!
Amadeus, Might be worth publishing to the forum each time you update the script as the posts don't stay up for long. I always follow topics that interest me so I get notified when there are any further posts. Don't expect you to make changes just for me but I was thinking shortened versions of the inventory might be useful. For example being able to call up just the potions being carried. Liking the look of the combat tools. Will hopefully try these out over the next few weeks.   
1782484941
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, Might be worth publishing to the forum each time you update the script as the posts don't stay up for long. I always follow topics that interest me so I get notified when there are any further posts. Don't expect you to make changes just for me but I was thinking shortened versions of the inventory might be useful. For example being able to call up just the potions being carried. Liking the look of the combat tools. Will hopefully try these out over the next few weeks.    The new inventory looks like this Would separating items by type work? For example: Potions, Ammo, Weapons, Armor, and Adventuring Gear. Or do you mean adding a filter so players can choose what type of items they want to see in the inventory, like only potions, only weapons, only armor, etc.?
Amadeus, I was thinking filtering something like inventory potions, or inventory weapons to take a bit less space in the chat window.  For example if a character wanted to use a potion of healing just a list of potions carried would pop up. What you've done with the new look inventory above by grouping items looks really good and does the job. 
1782884240
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, I'm really liking this script and currently setting up some shops for a new campaign starting in a few months. I'm setting up shops for all the standard equipment available in the PHB. I've come across a couple of items that aren't covered  which isn't a problem as I can manually add price etc. Are you looking for feedback on these items as the manual set up doesn't generate an image or the hover text about the item which I think work really well with the shop ? I just updated the Patreon post with a new Item Catalog that now includes 1190 items with descriptions and PHB prices. If you have already created custom items, let me know before replacing the catalog and I’ll help you include them.
Amadeus, What's the easiest way to update the catalogue in game ? Is it as simple as copying and replacing the text in the hand out ?. I didn't create any custom items in the end. Instead i used the search item function to find an item and copy/pasted the description when adding that item to a shop which then gives a perfect match to the library and brings through all the images and information you've included. I only have to do this for items I enter that don't have a direct match so this is working well and I nearly have all my shops created.
1782953743

Edited 1782954207
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, What's the easiest way to update the catalogue in game ? Is it as simple as copying and replacing the text in the hand out ?. I didn't create any custom items in the end. Instead i used the search item function to find an item and copy/pasted the description when adding that item to a shop which then gives a perfect match to the library and brings through all the images and information you've included. I only have to do this for items I enter that don't have a direct match so this is working well and I nearly have all my shops created. Yes, just copy and paste the information, after paste the new catalog, you can use !tntItem reload to update the catalog without restarting the sandbox
First off, huge congrats to the devs behind Trinkets &amp; Trackers. This API has made running games in Roll20 so much smoother, and it's clear how much thought went into it. Building on top of that, I wanted to share a small tool I made to speed up my own workflow, and figured it might be useful to others in the community too. Creating shops and items by hand in raw JSON was slow and easy to mess up, so I put together the TTShop Generator: a free, browser based tool that lets you visually create items, organize them into shops, and export everything as ready to import JSON files. No installation and no login needed, it just runs in your browser. You can access it here: <a href="https://www.basedg.com.br/ttshop-generator" rel="nofollow">https://www.basedg.com.br/ttshop-generator</a> How it works, step by step: Open the generator in your browser. Everything runs client side, so nothing gets uploaded anywhere. Create items using the "New Item" form. Fill in the basics like name, type, rarity, cost, weight and description, or expand the advanced section for combat stats, attunement, consumable flags and other detailed fields. Try the SRD auto fill if you want. Type a weapon or item name (even with a "+1/+2/+3" suffix) into the search box, and the tool pulls matching data from the public 5e SRD API to pre fill most fields for you. It's meant as a starting draft, so it's worth double checking the result, especially for homebrew items. Browse your item bank in grid or list view. You can edit, duplicate or delete items whenever you want. Build a shop by creating a new one, then use the autocomplete search to add items quickly. Just type part of the item name, pick it from the dropdown, and the stock and price fields fill in automatically. Organize multiple shops using the collapsible shop list, so you can manage several storefronts without things getting cluttered. Export your work as a Roll20 compatible JSON file for your shop catalog and item catalog, ready to import directly into T&amp;T. Re import anytime to keep editing an existing catalog. Just keep in mind nothing saves automatically between sessions, so remember to export before closing the tab. That's the first version! Feedback and suggestions are very welcome, this is just the start and I'd love to know what would make it more useful for you. Hope it saves people some time. 🙂
1783129120

Edited 1783129359
AmadeusVF
Pro
API Scripter
RPG M. said: First off, huge congrats to the devs behind Trinkets &amp; Trackers. This API has made running games in Roll20 so much smoother, and it's clear how much thought went into it.&nbsp; Thank you so much! That really means a lot.&nbsp; I’m still working on improving it, so any feedback, ideas, or feature requests are always welcome! You can access it here: <a href="https://www.basedg.com.br/ttshop-generator" rel="nofollow">https://www.basedg.com.br/ttshop-generator</a> This is honestly awesome. Thank you so much for making and sharing it with the community! I really appreciate you taking the time to make something that helps improve the workflow around T&amp;T.&nbsp; Funny enough, I was actually working on a small piece of software to manage the JSON more comfortably, but your tool is already far better than what I had so far, and on top of that it is web-based. So I’ll definitely start using this. Thanks! Also, I already submitted the pull request for version 1.3.5, so it should be on the way. This version is a major update for T&amp;T. It introduces an interactive DM menu with buttons, so you don’t have to type as many commands, and the biggest part of the update is a new set of mechanics to speed up combat, token handling, and enemy management. It has honestly been, by far, the hardest thing I’ve implemented, even harder than Item transference.&nbsp;There is also a code optimization for shops and items, so I’ll start working in a migration tool to help convert shops from 1.2.2 to 1.3.5. If you’re interested, I can send you the new template so you can update your tool and handle the conversion from there too. I really hope the new version will be useful and that people enjoy it. I might need to make a whole new post just to explain everything that’s new.
AmadeusVF said: RPG M. said: First off, huge congrats to the devs behind Trinkets &amp; Trackers. This API has made running games in Roll20 so much smoother, and it's clear how much thought went into it.&nbsp; Thank you so much! That really means a lot.&nbsp; I’m still working on improving it, so any feedback, ideas, or feature requests are always welcome! You can access it here: <a href="https://www.basedg.com.br/ttshop-generator" rel="nofollow">https://www.basedg.com.br/ttshop-generator</a> This is honestly awesome. Thank you so much for making and sharing it with the community! I really appreciate you taking the time to make something that helps improve the workflow around T&amp;T.&nbsp; Funny enough, I was actually working on a small piece of software to manage the JSON more comfortably, but your tool is already far better than what I had so far, and on top of that it is web-based. So I’ll definitely start using this. Thanks! Also, I already submitted the pull request for version 1.3.5, so it should be on the way. This version is a major update for T&amp;T. It introduces an interactive DM menu with buttons, so you don’t have to type as many commands, and the biggest part of the update is a new set of mechanics to speed up combat, token handling, and enemy management. It has honestly been, by far, the hardest thing I’ve implemented, even harder than Item transference.&nbsp;There is also a code optimization for shops and items, so I’ll start working in a migration tool to help convert shops from 1.2.2 to 1.3.5. If you’re interested, I can send you the new template so you can update your tool and handle the conversion from there too. I really hope the new version will be useful and that people enjoy it. I might need to make a whole new post just to explain everything that’s new. That's awesome, congrats on 1.3.5! The new menu and improvements sound huge, especially if it was harder than item transference lol. Yeah, send me the new template whenever it's ready, I'll update the generator and start working on a 1.2.2 to 1.3.5 conversion tool. Could be really helpful! No rush, just let me know when you have it. Thanks again for the kind words! And if you or anyone else has suggestions or feature requests for the TTShop Generator, just let me know, always happy to keep improving it.
1783450484

Edited 1783451303
AmadeusVF
Pro
API Scripter
Well, I publish the review for Trinkets and Trackers Version 1.3.5 on Patreon . This Version Include: DM Interactive Chat Menu. Script Settings. Item list improvement. Send Item details to public chat. Now Custom Items can have sheet modifiers , attacks and gifs. Shop new design for players. Shops can have an Icon beside their name. Inventory now shows HP and AC , Prone button to stand up and light off. Players Can use torches and lanterns from inventory to light the token without the GM intervention. The main reason for this update was the Token Management and Combat Assistance. Token Setup for Player and NPC. Default configuration for tokens, show name, bar for HP , AC , hp_temp , applies&nbsp; Darkvision if available. Combat assistance , dealing damage takes in count resistance, vulnerability, immunities, reduce hp_temp if available. Health monitoring, death marker for NPC when HP is 0, Unconscious and prone condition if token is player Healing a player token with spells, DM health command or healings potion, will stabilize the character, heal the HP and remove the unconscious condition. Condition Menu to apply or remove conditions to selected Tokens. And the best part, the combat menu for attack and spells rolls, T&amp;T read the roll, damage, damage type, and generate a menu to match against target AC and apply the damage on success, taking in count, resistance, vulnerabilities and immunities. there is also a heal menu for Healing spells. It has a DEMO for concentration tracker which rolls the constitution saving throw when the target is hit using the combat menu. As bonus include a Multi-Token Initiative roll that takes in count advantage or disadvantages on the rolls, this function works for Ability Checks , Skill Checks and Saving Throws as well with many tokens selected. REQUIEREMENTS The version is already available to use, remember to set the sandbox in Experimental Mode. Download the handouts informations from Patreon . Create 2 Handouts in the campaign with the names: T&amp;T Portable Database , T&amp;T Item Blueprints . copy and paste the information from each file.
Hey everyone! Just updated my free TTShop Generator to work with the new T&amp;T v1.3.5 (Portable Database). If you haven't seen it before, it's a browser tool that helps you build shops and items for Trinkets &amp; Trackers without hand editing JSON. 👉 <a href="https://www.basedg.com.br/ttshop-generator/en" rel="nofollow">https://www.basedg.com.br/ttshop-generator/en</a> What's new in this update: • Exports the new Portable Database format directly (items, shops, customItems and tokenDefaults all in one file), ready to paste into your handout. • Search and autofill when creating items. Type a name like "Shortbow" or "Potion of Healing +1" and it pulls the stats from the SRD 5e or from the official T&amp;T Item Blueprints (if you load that file in), including auto bonus handling for +1/+2/+3 items. • Items get linked to the Item Blueprints automatically whenever the name matches, so your attacks/damage/effects actually work in Roll20 without extra steps. • Export only includes the items you actually used in your shops, so the file stays small and doesn't choke when pasting into the handout. • If you've got shops made in the old version, just import them and the tool migrates everything to the new format for you. • Grid or list view for your item bank, collapsible shop cards, and you can set a shop icon now too. Everything runs locally in your browser, nothing gets uploaded anywhere. Free to use, no login needed. Big thanks to Amadeus for the awesome v1.3.5 update, the token/combat automation is a huge upgrade. Let me know if you run into any issues or have feature ideas!
1784033906

Edited 1784047264
AmadeusVF
Pro
API Scripter
There is currently an issue with item transfers involving tokens of different sizes, such as Tiny, Large, Huge, etc. tokens. In version 1.3.5, the distance is measured from the center of one token to the center of the other. Because of this, tokens that are smaller or larger than the standard size may appear to be more than 5 feet apart, preventing the item transfer. There are two temporary workarounds: Go to Settings and increase the transfer distance to 10 feet or more . Hold Alt while moving the tokens to place their centers closer together and then perform the transfer. This has already been fixed for version 1.3.6 . The distance measure takes in count the Token size, so token size will no longer affect item transfers or item usage.