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

1786255558
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, Apologies for another quick one. I've manually created an attack on the character sheet for sneak damage so we can choose when to apply this rather than it automatically applying to every attack. The damage is set up as 4d6 and when rolled from the character sheet 4d6 is rolled but when rolled from the combat macro it only rolls 1d6. I'm a little confused about this one. Which macro do you mean? The T&T Roll Card?  If so, yeah, it can have issues with some custom attack configurations. I didn't focus too much on that part since its Combat Assistant mainly reads the rolls generated by Roll20 itself. The Roll Card is much better in v1.3.8, but for now I'd recommend continuing to use Roll20's native rolls for your attacks. If you're not referring to the T&T Roll Card, I'll need a little more detail to understand what's happening.
Amadeus, It's the roll card that only takes 1d6. No worries though as we can work around this.
1786260163
AmadeusVF
Pro
API Scripter
AmadeusVF said: FFR said: Linking a resource to an attack so for example when a character attacks with a short bow it automatically reduces their arrows by 1 Actually, yes! I already have something like that planned for Phase 4. The idea is that when you fire an arrow or throw something like a handaxe or javelin, it gets removed from your inventory and appears where it lands. Then you can just go over and pick it up again. I actually tested it and got it working, but it adds quite a bit of extra code, so I don't want to include it in the release just yet. A way to add abilities as token actions and reduce the resource so for example having a token action for second wind so when you click on it, it rolls the healing and uses up one of the resources and (as a bonus) report how many resources are used. Similar to how you have casting a spell automatically deduct the spell slot. Yes! The next update already handles spell slots and includes a prepared spells menu. For other resources like Second Wind, Rage, Ki Points, etc., that's planned for Phase 4 when I add the Player Menu. With abelites I've tried the old trick of using the up arrow in the chat window after but the text it produces does not then work in a macro. Not looking to add to the workload just wondering if you've figured this out and are willing to share. It doesn't work for all resources because not all of them seem to have a sheetworker that automatically reduces the resource when it's used, at least not that I've found. With a script, though, you can write directly to the sheet and change the value. I can do it the same way T&T v1.3.5 writes to the Death Saves fields; I just haven't added that logic for resources yet. But I think I can reuse part of T&T and put together a small script with a few commands that you could call from your macros to increase or decrease resource values.  Here you go! I put this together pretty quickly, so take a look and let me know if it does what you need.   CODE
Amadeus, Thanks for this. All works great within macros
1786649389

Edited 1786649533
AmadeusVF
Pro
API Scripter
A few updates on this. Novercalis said: Please allow this to be compatiable with the 2014 sheet as well! Good news for those who want to use T&T with the 2014 sheets: I did it! I still have a lot of things to set up, but it’s looking good so far. You can now open the inventory on 2014 sheets and transfer items between characters using any combination: 2014 - 2014 2024 - 2024 2014 - 2024 2024 - 2014 There’s still more work to do, but the compatibility is already coming together nicely. FFR said: 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.  I also added the filter by name and type, weight, and cap, as well as support for the other coin types. I had to change the main structure to support the 2014 sheets, and I decided to take the opportunity to improve a few things in the shops and inventory systems before finishing Phase 3. So, if anyone would like to suggest something, let me know here or send me a DM. I’ll be happy to hear your ideas and will try to add them if possible!
Is there a way to control what macros are created on character? For example your shop is a nice feature and using the other website for it makes it cool but its a lot of work vs what I already use for shops. Just a handout with item name linked to compendium and price. So I do not need search and shop macros added to everyone.
1786801970
AmadeusVF
Pro
API Scripter
Cron said: Is there a way to control what macros are created on character? For example your shop is a nice feature and using the other website for it makes it cool but its a lot of work vs what I already use for shops. Just a handout with item name linked to compendium and price. So I do not need search and shop macros added to everyone. No, sorry about that, I made it embedded in the system, but you can go to the sheet and disable it, for the players, by the way, how do you manage your custom items with handouts?
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Edited 1786849822
Cron
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I make a handout for custom item and name it item name, then link it in the store handout by using [[Handout item name]] and that turns it into a link like others. Any handout can be make a link by using [[ ]]. I did run into something else. When you use the Initialize macro !tntToken init ?{Token Type|️ Player,player|烙 NPC,npc} on npc it sets bar 1 and gives players view of it. I don't want players to see number total of hp. I been manually turning it off but if it is something that can be turned on/off that would be great too.
1786852475

Edited 1786852806
AmadeusVF
Pro
API Scripter
Cron said: I make a handout for custom item and name it item name, then link it in the store handout by using [[Handout item name]] and that turns it into a link like others. Any handout can be make a link by using [[ ]]. Yes, that works. With the handout method, players would still need to add those parts manually for custom items each time they buy one. Just in case you haven't explored that part of the script yet, one of the things it can do is let you create a custom item once, export it to the portable database, and then after add it to a shop whenever a player buys it, it gets added automatically to their sheet with all of its configured attacks, modifiers, and other data. As a bonus, if you move the portable database to another campaign, your custom items will already be there and ready to use. I did run into something else. When you use the Initialize macro !tntToken init ?{Token Type|️ Player,player|烙 NPC,npc} on npc it sets bar 1 and gives players view of it. I don't want players to see number total of hp. I been manually turning it off but if it is something that can be turned on/off that would be great too. No, unfortunately it can't be disabled separately in that version. I already split that setting in the next update so NPC and player bar visibility can be configured independently. As a workaround for now, you can disable it for everyone and manually enable it only on the player tokens, since you'll usually have far fewer player tokens than NPCs.
That would be nice. I will give your shop another try. Only having to add stuff once is nice as well with the import/export. I didn't think of that.
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Edited 1786888729
Cron
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Just in case you didn’t know, Any custom item you’ve created in any campaign for a 2024 character sheet can be exported via T&T to a handout, with its custom attacks, modifiers, gif animations, details and everything you can see in T&T, so you can use it to add it or transfer to another character sheet or shop, if you want a guide about how to do it just let me know. Ya, a guide would be helpful. I think I messed something up cause DM 2024 items I have added to store say no blueprint found when I try to give it to players. Potion of healing works. Just for example these two magic items that are in DMG 2024 are not working. I download the 2 handouts from your patron. I had added them manually before I figured out to search and add items. but I deleted and readded the two handouts yet they still seem to not be working. So a step by step setup/adding items guide would be great. P.S.  Used your mods in game Friday night with 3 other dm's, all loved it and now want to use it once turn tracker added. 
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Edited 1786899469
AmadeusVF
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API Scripter
Yes, let me explain this step by step. There are about four ways to create an item, but let me show you the simplest one. Create the item on a character sheet, or just use an existing item as a reference and edit it. For this demonstration, I used a Shortbow. I've changed the name, added a second damage type, and added a modifier and attunement. Then, when you open the chat inventory with "!tntInventory", you can see that the item is there, but it has no image or additional information because it doesn't exist in the database yet, even if you click on it to view its details. To create the item so you can give it to other players or sell it in your shops, click on the item. This will open the Details menu with the data pulled from the inventory. Then, click Edit . After clicking Edit , a draft will appear, allowing you to create your item. IMPORTANT. The first thing you should do in that draft is click the second button, [Blueprint: Create] . This will create the blueprint for the item's attacks, modifiers, attunement, and other properties using the inventory item as a reference. Once the blueprint has been created, the button will turn green. This means the blueprint was created successfully. Then, change any other information you want, such as the price, item type, and Image URL. These fields are mainly used for visual purposes on the Details card and Shops . Press Save at the bottom, and your item will be created and added to the portable database. The next time you open the inventory, the item will appear with all of its information. Then, when you click Give and select a target, the item will be added to their inventory along with its attack and modifiers. Then, in your shops, you can add the item simply by entering its name. It uses the default price you set when creating the item. You can override the price for a specific shop by clicking the [$] button. Players can then visit the shop and purchase the item, and it will automatically be added to their inventory with all of its associated data. And probably the best part of all of this. if you move both handouts, T&T portable database and T&T item blueprints , to another campaign, your custom items and shops will be available there as well. 
1786899281
AmadeusVF
Pro
API Scripter
Just for example these two magic items that are in DMG 2024 are not working. About those items, I used all the items I could find in my 2024 Compendium. You can check the full item list by clicking the List button in your DM menu or by using  "!tntItem list" . There should be over 1,000 items in the database. I know there are more items available, but those are the ones I currently have in my Compendium. The next update will include around 200+ new items , including monster parts, crafting materials, and cooking recipes. I’m planning to release the update in a couple of weeks.
Ok, that makes things much much more easier. I was starting with the blank Create Item and I couldn't get it to add the mods to sheet when I gave it. I also own Vault of Magic, a Kobold Press book that adds 900+ more magic items. If I can drag item from compendium to sheet, then edit (correct the item, as most do not modify correctly or even at all, depending on item) that makes the work so much better lol. I can do it item by item as I plan to give or let them access items in shops so its not overwhelming. Thank you! Is it possible when I manually added the Chain Shirt of Gleaming and the Cloak of Billowing I overwrote database? Removing the info you already had added? If two items of same name are added what happens? Also, is there a list of what books you have added to the list of magic items from your compendium? Adding over 1k items must have been a ton of work for you, Thank you!
1786912724
AmadeusVF
Pro
API Scripter
Cron said:  I also own Vault of Magic, a Kobold Press book that adds 900+ more magic items. That’s a lot of items to add one by one. Give me a few days, and I’ll create a script to export them all at once, including all their information and blueprints. Is it possible when I manually added the Chain Shirt of Gleaming and the Cloak of Billowing I overwrote database? No. I checked, and those items are not in the current database, so they were created as new items rather than overwriting anything.  If two items of same name are added what happens? It updates the first matching item. For example, if you edit a Shortsword and don’t change its name, when you press Save , the script looks for "Shortsword" in the handout. If it already exists, it overwrites that entry with the new information. If it doesn’t exist, it creates a new entry. Also, is there a list of what books you have added to the list of magic items from your compendium? Only the free one that Roll20 gives to everyone.
*  That’s a lot of items to add one by one. Give me a few days, and I’ll create a script to export them all at once, including all their information and blueprints. Thanks but idk if you need to waste your time with that. A lot of stuff does not add correctly. Was made for 2014 so think it just does not add mods correctly to 2024 sheets. Makes it better to just fix items as I go and I would just add a few items as I give treasure or add to shops. Some items are broken too so no need to add at all or would have to edit them anyways to fix. So massive editing ether way item by item as I need or item by item as I use. 
Amadeus, Just wanted to check a couple of things to see if it's something at my end or an adjustable setting issue. For weapon attacks we override the critical damage to roll 2 extra damage dice instead of 1. This works when we make an attack from the character sheet but if we make the attack from the combat card it doesn't recognise this override and rolls 1 extra dice as normal. For weapon attacks made form the combat card there is a roll mode prompt for auto, advantage or disadvantage. Is there a way to suppress this so the roll is always made as an auto roll ?
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Edited 1787160468
Cron
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Working on shops, I was so sold on them once you said you could set items on sheets and then export. I have a few books that just added handouts, no blueprints at all, so its very nice not to have to stop game or wait till after to fix item on players sheets. Also, like I said Vault of Magic does not even add most items correctly. A Staff of Minor Curses just adds as an item, does not add it as a quarterstaff that has an attack. Two Questions: 1. Is there a way to rename shops? 2. How do you add Effect toggle? Like you already have Flame Tongue weapons, they add a toggle to turn flame on/off. I can't figure out how to add toggles for other items. Edit: Found out you can't... However, you can use an existing item with a toggle and edit/rename it to add a toggle to a new item. Also, discovered you have to make some things in line rolls. I have a shield that on reaction you can do 2d4 cold damage to attacker and also gain the same amount as temp hp. When I would hit the description it would ask me if I wanted to add 4 temporary hp. Took me a few but I figured out it was the 4 in 2d4. I changed it to [[2d4]] and now it says damage and it asks me if I want to add the correct number of temp hp. 👍
1787186605
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, Just wanted to check a couple of things to see if it's something at my end or an adjustable setting issue. For weapon attacks we override the critical damage to roll 2 extra damage dice instead of 1. This works when we make an attack from the character sheet but if we make the attack from the combat card it doesn't recognise this override and rolls 1 extra dice as normal. Hehe, sadly the T&T Roll Card isn’t fully implemented in version 1.3.5 and only handles basic attacks for now, so I’d recommend using the normal rolls at the moment. For the next update, though, it’s actually fully implemented and takes all the different considerations for attacks, at least all the attributes that I was able to check and test. For weapon attacks made form the combat card there is a roll mode prompt for auto, advantage or disadvantage. Is there a way to suppress this so the roll is always made as an auto roll ? No, but that a good observation, I'll make it configurable now.
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Edited 1787192002
AmadeusVF
Pro
API Scripter
Cron said: Working on shops, I was so sold on them once you said you could set items on sheets and then export. I have a few books that just added handouts, no blueprints at all, so its very nice not to have to stop game or wait till after to fix item on players sheets. Also, like I said Vault of Magic does not even add most items correctly. A Staff of Minor Curses just adds as an item, does not add it as a quarterstaff that has an attack. I bet the shops make everything easier xD 1. Is there a way to rename shops? Yes, sadly is not editable in the game for 1.3.5, I realized late during a campaign that I didn't make it editable, and I fixed it for next update. but there is a workaroung, First export your shop to the handout then: Edit the portable handout, then use the 'find on page' on your web browser and look for your shop name, then change it, save the handout then remove the old shop and then load the shop with the new name.   2. How do you add Effect toggle? Like you already have Flame Tongue weapons, they add a toggle to turn flame on/off. I can't figure out how to add toggles for other items. About this, in the code I manage 2 feats for custom items, if in Effect you use 'Heal' then it heals the dices you assign in dice, dice count, dice size, bonus etc. if you use this text "Emits bright light in a 40 ft radius and dim light for an additional 40 ft."(edit the radius to the number you want) then the item can be used as a torch and emits light from the token if the player use it from the inventory. you can use 'Radius' for radial light and you can use 'Cone' ( Emits bright light in a 60 ft cone and dim light for an additional 60 ft.) Also, discovered you have to make some things in line rolls. I have a shield that on reaction you can do 2d4 cold damage to attacker and also gain the same amount as temp hp. When I would hit the description it would ask me if I wanted to add 4 temporary hp. Took me a few but I figured out it was the 4 in 2d4. I changed it to [[2d4]] and now it says damage and it asks me if I want to add the correct number of temp hp.  Can you upload a screenshot?
AmadeusVF said: FFR said: Amadeus, Just wanted to check a couple of things to see if it's something at my end or an adjustable setting issue. For weapon attacks we override the critical damage to roll 2 extra damage dice instead of 1. This works when we make an attack from the character sheet but if we make the attack from the combat card it doesn't recognise this override and rolls 1 extra dice as normal. Hehe, sadly the T&T Roll Card isn’t fully implemented in version 1.3.5 and only handles basic attacks for now, so I’d recommend using the normal rolls at the moment. For the next update, though, it’s actually fully implemented and takes all the different considerations for attacks, at least all the attributes that I was able to check and test. For weapon attacks made form the combat card there is a roll mode prompt for auto, advantage or disadvantage. Is there a way to suppress this so the roll is always made as an auto roll ? No, but that a good observation, I'll make it configurable now. Amadeus, Amazing and amazing. looking forward to the next update.
Without in line roll is always used 4 for the temp health, even though nothing was rolled. Once I changed it to [[ ]] to do roll it always uses right number. Something else I came across was shield issue. I tried and tried to add a shield but it never added the ac bonus from shield. Then I looked at the normal shield you already had in database and it was added as an basic item not a shield. So guessing we do not have access to some command or something yet to allow that.
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Edited 1787312369
Cron
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Is there a way to disable the condition and markers on death? Friend running a new campaign, level ones, lots of death/downed players for a turn or two. Found it annoying having to remove tokens/conditions all the time. Since the markers are persistent until conditions are removed. Edit:  I had to turn off Setup Token on Spawn. I would run Initialize macro (!tntToken init ?{Token Type|🕹️ Player,player|🤖 NPC,npc}) on a monster, then I would set bar1/3 hidden and update defaults. Yet when I dragged another out, it would reset bar1/3 to be shown again. With Token Defaults updated there should be no need for additional setup. The Token Action bar is on every additional one I drag out so idk what additional setup needed. To make this ez I used a Token Mod macro on Action Bar to speed things up. !token-mod --off showplayers_bar1 showplayers_bar3 --set defaulttoken /w gm Bar1/3 Hidden & Defaults Set ❗ So first I hit the Initialize macro, then Hide Bar1/3 & Set Defaults macro and everything good.
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Edited 1787346376
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, Amazing and amazing. looking forward to the next update. Soon I will show the next update, it comes with crazy stuff. Something else I came across was shield issue. I tried and tried to add a shield but it never added the ac bonus from shield. Then I looked at the normal shield you already had in database and it was added as an basic item not a shield. So guessing we do not have access to some command or something yet to allow that. Yeah, that's absolutely my fault. For temporary HP, I made the parsing too vague, so I just look for the words "Temporary Hit Points" and a number above them, then use that number for the action card. I'll fix that for sure. (for now just ignore it or disable the chat monitoring also you can just change 1 letter like "Temp0rary Hit Points") Cron said: Is there a way to disable the condition and markers on death? Friend running a new campaign, level ones, lots of death/downed players for a turn or two. Found it annoying having to remove tokens/conditions all the time. Since the markers are persistent until conditions are removed. No in that version, sorry for that, I realize the same in a campaign and make it configurable, to fix it he has to wait for next update :( !token-mod --off showplayers_bar1 showplayers_bar3 --set defaulttoken Last time I tried to use the defaulttoken on experimental it didn't work(even using tokenmod) and some post in the forum talk about it and I made the function "setup on spawn"to apply token configuration when the token spawn, so if it worked for you that means they fixed it, so I can change that in the code, let me take a look and thanks for that.
AmadeusVF said: AmadeusVF said: FFR said: Linking a resource to an attack so for example when a character attacks with a short bow it automatically reduces their arrows by 1 Actually, yes! I already have something like that planned for Phase 4. The idea is that when you fire an arrow or throw something like a handaxe or javelin, it gets removed from your inventory and appears where it lands. Then you can just go over and pick it up again. I actually tested it and got it working, but it adds quite a bit of extra code, so I don't want to include it in the release just yet. A way to add abilities as token actions and reduce the resource so for example having a token action for second wind so when you click on it, it rolls the healing and uses up one of the resources and (as a bonus) report how many resources are used. Similar to how you have casting a spell automatically deduct the spell slot. Yes! The next update already handles spell slots and includes a prepared spells menu. For other resources like Second Wind, Rage, Ki Points, etc., that's planned for Phase 4 when I add the Player Menu. With abelites I've tried the old trick of using the up arrow in the chat window after but the text it produces does not then work in a macro. Not looking to add to the workload just wondering if you've figured this out and are willing to share. It doesn't work for all resources because not all of them seem to have a sheetworker that automatically reduces the resource when it's used, at least not that I've found. With a script, though, you can write directly to the sheet and change the value. I can do it the same way T&T v1.3.5 writes to the Death Saves fields; I just haven't added that logic for resources yet. But I think I can reuse part of T&T and put together a small script with a few commands that you could call from your macros to increase or decrease resource values.  Here you go! I put this together pretty quickly, so take a look and let me know if it does what you need.   CODE Amadeus, You were kind enough to create he extra code for managing resources. When play testing this the players don't see the resource report or any messages that tell them a resource has been used. Is there anything that can be done to make this visible to the players ?
Amadeus, I'm going to unleash Trinkets and Combat Master on my players on Sunday. There are 3 things I'm struggling with at the moment which I don't know are fixable or Roll20 issues. I'm experiencing quite a long lag between changing hit points on the character sheet and this showing on the token or changing hit points on a token which won't update until this change makes its way to the character sheet. I think this is a roll 20 issue Temp hp and default issue. We use bar 3 for speed. Despite changing tje settings default to nothing for bar 3 every time I drop a token on the map or copy from another map bar 3 is over written to temp hp. Initially it keeps the move value until you open token settings at which time its set the bar to 0 Spells Token Action. Calling up the spell list from the token action has a long delay and casting the spell from the chat window also has a long delay so wondering if there is a way to speed this up  Other than that I'm looking forward to my players reaction to these scripts.
1787943252
AmadeusVF
Pro
API Scripter
Amadeus, You were kind enough to create he extra code for managing resources. When play testing this the players don't see the resource report or any messages that tell them a resource has been used. Is there anything that can be done to make this visible to the players ? Yes, I made it only visible for the GM, but I can change it to make it configurable and visible for players as well, I'll do it tonight. I'm experiencing quite a long lag between changing hit points on the character sheet and this showing on the token or changing hit points on a token which won't update until this change makes its way to the character sheet. I think this is a roll 20 issue Yes, there is something wrong with the setcomputed() function and the bar value using API, even tokenMod is not able to change it, because the API change the value on the sheet but the sheet doesn't update the token until you open the sheet, I've already report it and the developer let me know that he will work on it eventually, when they fix it, the scripts will be working fine, for now you have to change the value manually in the token or leave the sheet open (this update token in a few seconds). Temp hp and default issue. We use bar 3 for speed. Despite changing tje settings default to nothing for bar 3 every time I drop a token on the map or copy from another map bar 3 is over written to temp hp. Initially it keeps the move value until you open token settings at which time its set the bar to 0 This is because you change the default, but the token was initialized with the previous setup that's why the 'setup token in spawn' read the configuration stored in the sheet and set the hp_temp, to fix it, re-initialize the token and it will write the new configuration. Spells Token Action. Calling up the spell list from the token action has a long delay and casting the spell from the chat window also has a long delay so wondering if there is a way to speed this up  Nothing to do about this for a while, it reads the spells from the sheet and when you cast, it uses the command to cast from the sheet, if at the time beacon is lagging then the attacks will take time as well. despite the attacks using the T&T Roll card to roll in the script using the token attributes, the Spells ask the Sheet to do the roll. if there is something else, let me know and I'll try to fix it or think in a workaround :D
1787968738
AmadeusVF
Pro
API Scripter
FFR , You were kind enough to create he extra code for managing resources. When play testing this the players don't see the resource report or any messages that tell them a resource has been used. Is there anything that can be done to make this visible to the players ? Resource Quick Manager v1.4.5 Added getWhisper , setWhisper , addWhisper , and useWhisper .  Whisper commands are GM-only and send the result to the GM and the player controlling the selected character. Added !resource players true/false to enable or disable player access. When player access is enabled, players can use get, set, add, use, scan, and public variants on characters they control. Updated all resource messages to use the new compact narrative format. Updated scan to display resources as Current / Max. Improved command permission and ownership checks. A quick example:  !resource use 'resourceName' 'qty'  (the GM is the only one who see the information) !resource usePublic ' resourceName ' 'qty' (everyone can see the information) !resource useWhisper ' resourceName ' 'qty' (the GM and the player-controlling the token will see the information) !resource players true  (this allows players to use the commands by themselves) If you want to add something else, let me know.
Amadeus, Is there an updated script for the new resource manager version ?
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AmadeusVF
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API Scripter
FFR said: Amadeus, Is there an updated script for the new resource manager version ? Yes, the code is  Here .
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Edited 1788397875
AmadeusVF
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Since Experimental Sandbox has change the name, T&T in one click install is no longer working, you can use this instead Code . This one allows you to disable the token condition when HP is 0 and change shop names by click in the name in the editor render.
Amadeus, Thanks for providing this. Just checking if we still need to run combat assistant and if you will let us know when you make your next update so we can revert back to 1 click
1788527458
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, Thanks for providing this. Just checking if we still need to run combat assistant and if you will let us know when you make your next update so we can revert back to 1 click Yes, still need combat Assistant for a while because T&T is being under reconstruction since I add the support for 2014 :D in a good way, now it is possible to transfer items from 2024 to 2014 and back, I’m also giving GMs and players a lot more freedom to automate inventory items, like summoning creatures, transforming characters, applying timed effects, and more. and adding other kind of shops, like forge, enchanters and workshops. PS: Check out the new Combat Assistant update. I added the Resource Manager with much better control, and I think you’ll find it really useful.
wooohooo AmadeusVF said: A few updates on this. Novercalis said: Please allow this to be compatiable with the 2014 sheet as well! Good news for those who want to use T&T with the 2014 sheets: I did it! I still have a lot of things to set up, but it’s looking good so far. You can now open the inventory on 2014 sheets and transfer items between characters using any combination: 2014 - 2014 2024 - 2024 2014 - 2024 2024 - 2014
Hi, I'm sorry, I'm trying to use this, but I think the new updated mod script is causing issues? I'm still getting used to macros, but I assume thats why I'm getting the "set "API Sandbox Version" to Experimental to use this API" Sorry if you've already explained this! 
Hey crypt, ya a few posts back . He says 1-click install not working due to sandbox change. You will have to manually add the code as a new script, copy and paste, till they update 1-click.
AmadeusVF said: FFR said: Amadeus, Thanks for providing this. Just checking if we still need to run combat assistant and if you will let us know when you make your next update so we can revert back to 1 click Yes, still need combat Assistant for a while because T&T is being under reconstruction since I add the support for 2014 :D in a good way, now it is possible to transfer items from 2024 to 2014 and back, I’m also giving GMs and players a lot more freedom to automate inventory items, like summoning creatures, transforming characters, applying timed effects, and more. and adding other kind of shops, like forge, enchanters and workshops. PS: Check out the new Combat Assistant update. I added the Resource Manager with much better control, and I think you’ll find it really useful. Amadeus, You're correct. I am finding this really useful coming up at the start of the characters turn especially the -/+ function to quickly add or use a resource. Have you considered also listing any conditions the character might have at the start of the turn ?
Cron said: Hey crypt, ya a few posts back . He says 1-click install not working due to sandbox change. You will have to manually add the code as a new script, copy and paste, till they update 1-click. Manually adding the code does not fix the issue with the 'Experimental Sandbox' error, since there is no longer an Experimental sandbox version.  There is only 1.5 and 1.0
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For T&T: Code  In the post is the fixed version. Whole reason he posted it is because of name change of sandbox as it says in post. You have to remove or disable current T&T. Copy the code from the link and paste into a new script. Save it as something like T&T.js and then should read your version of 1.3.5F when you load it in game. If it does not, you did something wrong. It does work as I used it in my game friday the 4th all night without issue. Name change was the 2nd. For Combat Assistant: It also has same issue and you must use Code from his post here . Same as other, must disable or remove current version, add New Script. Copy and paste code from link and save as something like CA.js. This when loaded in game will read Combat Assistant v1.2.1. Again, if it does not say version 1.2.1. You did something wrong. And again, It works as I used it all night friday the 4th with out issue.
Cron said: For T&T: Code  In the post is the fixed version. Whole reason he posted it is because of name change of sandbox as it says in post. You have to remove or disable current T&T. Copy the code from the link and paste into a new script. Save it as something like T&T.js and then should read your version of 1.3.5F when you load it in game. If it does not, you did something wrong. It does work as I used it in my game friday the 4th all night without issue. Name change was the 2nd. For Combat Assistant: It also has same issue and you must use Code from his post here . Same as other, must disable or remove current version, add New Script. Copy and paste code from link and save as something like CA.js. This when loaded in game will read Combat Assistant v1.2.1. Again, if it does not say version 1.2.1. You did something wrong. And again, It works as I used it all night friday the 4th with out issue. Thanks.. For some reason I totally misread that.
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Cron said: For T&T: Code  In the post is the fixed version. Whole reason he posted it is because of name change of sandbox as it says in post. You have to remove or disable current T&T. Copy the code from the link and paste into a new script. Save it as something like T&T.js and then should read your version of 1.3.5F when you load it in game. If it does not, you did something wrong. It does work as I used it in my game friday the 4th all night without issue. Name change was the 2nd. For Combat Assistant: It also has same issue and you must use Code from his post here . Same as other, must disable or remove current version, add New Script. Copy and paste code from link and save as something like CA.js. This when loaded in game will read Combat Assistant v1.2.1. Again, if it does not say version 1.2.1. You did something wrong. And again, It works as I used it all night friday the 4th with out issue. Thanks  Cron . And yes Game Masters, if you do as Cron explained the code will work. FFR said: Amadeus, You're correct. I am finding this really useful coming up at the start of the characters turn especially the -/+ function to quickly add or use a resource. Have you considered also listing any conditions the character might have at the start of the turn ? Well Right now it show the token marks, but let me see what I can do to show sheets conditions. Sorry guys I didn't answer on time, I was focus on the last update for Combat Assistant that will be release in a few hours, this Week I'll be back with T&T.
Ok, I have ran into a bug. When I initialize a token as npc, sometimes, it kills the token. It removes hp all together and sets it as dead. When I look at sheet it shows no hp as well. It shows dice but the number of hp is gone. Only way to fix is to delete from journal, drag new one from compendium, and try to initialize again, sometimes 2-3 times. Btw saw post for new version on your patreon and can't wait.
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Cron said: Ok, I have ran into a bug. When I initialize a token as npc, sometimes, it kills the token. It removes hp all together and sets it as dead. When I look at sheet it shows no hp as well. It shows dice but the number of hp is gone. Only way to fix is to delete from journal, drag new one from compendium, and try to initialize again, sometimes 2-3 times. Well that sound like a clash of titans, There is an existing synchronization problem with HP between the @{selected|hp} and getcomputed("hp") on the D&D 2024 sheet. I previously reported it, What I have in mind is that T&T may be reading the HP as 0 during initialization and setting up the token with that value. Then the Health Monitor sees the token at 0 HP and applies the dead marker. Could you tell me which NPC from the Compendium you were using? I’d like to try to reproduce it and take a closer. if I find something then share a fixed version of the code. Btw saw post for new version on your patreon and can't wait. Thanks! I'm really glad you're looking forward to it, I think you'll have a lot of fun with the new stuff!
Amadeus, I never thought about initialising NPC's as the combat cards come up as normal. Just wondered what the benefit of doing this is ?
Goblin Boss, 2024 Monster Manual, that was the last time it happened, it has happened three other times but do not recall on what, other then one was an orc of some type, as I been prepping a lot lately. They all worked the following try or two when I deleted old from journal, dragged new from compendium and reinitialized. I am using 2024 stat sheet for monsters as default. Others have no issue, it's just a random occurrence. There was one other thing that you might implement at some point is tie breaker to Initiative. My players are used to it, as I have always used it, and they miss it.
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FFR said: Amadeus, I never thought about initialising NPC's as the combat cards come up as normal. Just wondered what the benefit of doing this is ? To setup the token HP, AC, HP Temp, make the bar visible to players, I dont remember if 1.3.5 apply token the token size, and apply the macros for checks, inventory, combat and spells. Cron said: Goblin Boss, 2024 Monster Manual, that was the last time it happened, it has happened three other times but do not recall on what, other then one was an orc of some type, as I been prepping a lot lately. They all worked the following try or two when I deleted old from journal, dragged new from compendium and reinitialized. I am using 2024 stat sheet for monsters as default. Others have no issue, it's just a random occurrence. Ok, I'll try to replicate that Issue to see what I can find. There was one other thing that you might implement at some point is tie breaker to Initiative. My players are used to it, as I have always used it, and they miss it. Oh I just realize I forgot about that, my bad, I'll fix that, actually a new update for Combat Assistant is in progress, I'll include the tie breaker in that version.
FFR said: Amadeus, I never thought about initialising NPC's as the combat cards come up as normal. Just wondered what the benefit of doing this is ? Oh ya FFR you’re missing out. You can run entire game without opening monster sheets on your screen. Token Macro Bar has everything as well as combat and spells from turn prompt in chat.