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

1791343810
AmadeusVF
Pro
API Scripter
Serge said: Hi Amadeus There is a difference between !ca spells and !tntToken spells and when the spell is casted Roll20 card shows that !ca spells is right and !tntToken spells is wrong (Proficiency Bonus not applied) Yeah it was a bug, but don't worry about it, It wont be a problem for next update. BTW, I will post the overview in another post (for some reason it is harder to edit this one than creating a new one).
Great! AmadeusVF said: Yeah it was a bug, but don't worry about it, It wont be a problem for next update. BTW, I will post the overview in another post (for some reason it is harder to edit this one than creating a new one).
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Edited 1791360286
Hi Amadeus, I have a suggestion: It would be fine if the "combat" and "spells" macros (found in T&T and CA) could be unified when the two scripts are active. Two solutions for this, but only if a script can technically detect an another script presence : - have some kind of "!tntToken init" for CA ("!ca tokenInit" for example).    When this CA command is issued, it looks for "!tntToken combat" or "!tntToken spells" macros and replace them with their "!ca combat"/"!ca spells" equivalent macros   (advantage: if T&T script is not present, could create the token action bar macros...) - have T&T "!tntToken combat" and "!tntToken spells" commands detect the CA script presence and then issue their respective CA commands   maybe with a config flag...   (advantage: only 1 initialization command "!tntToken init" to be issued)   I do prefer this solution ;)
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Edited 1791376016
Cron
Pro
Sorry if I am confused or if I set something wrong, but per your post here . That version breaks CA I think, as none of the token actions macros other then the new T&T labeled ones work anymore, the skill checks, ability checks, etc. Your probably already working on update to fix that but just wanted to post.  I know your goal was, or still is, to make CA and T&T into one script. So that version must not really be ready for public yet as why you hadn't posted it here lol.
There is no more "Experimental Sandbox." There's just 1.5 Sandbox. But I'm getting the following error from the latest T&T. Any thoughts? Would love to be able to use it. TRINKETS & TRACKERS (T&T) API SANDBOX VERSION: DEFAULT T&T API is not available. Go to Mod Library and set "API Sandbox Version" to Experimental to use this API.
1791423517
AmadeusVF
Pro
API Scripter
Serge said: Hi Amadeus, - have some kind of "!tntToken init" for CA ("!ca tokenInit" for example).    When this CA command is issued, it looks for "!tntToken combat" or "!tntToken spells" macros and replace them with their "!ca combat"/"!ca spells" equivalent macros   (advantage: if T&T script is not present, could create the token action bar macros...) - have T&T "!tntToken combat" and "!tntToken spells" commands detect the CA script presence and then issue their respective CA commands   maybe with a config flag...   (advantage: only 1 initialization command "!tntToken init" to be issued)   I do prefer this solution ;) New T&T has an option to apply the macros for CA. for this "detect the CA script presence" it wont be necesary once I merge both codes into one. Cron said: Sorry if I am confused or if I set something wrong, but per your post here . That version breaks CA I think If you mean that breaks the CA inside T&T? Yes, kind of, I mean, Version 2.3.3 do not have CA integrated. Craig M. said: There is no more "Experimental Sandbox." There's just 1.5 Sandbox. But I'm getting the following error from the latest T&T. Any thoughts? Would love to be able to use it. TRINKETS & TRACKERS (T&T) API SANDBOX VERSION: DEFAULT T&T API is not available. Go to Mod Library and set "API Sandbox Version" to Experimental to use this API. Use this script, that is fixed raw.githubusercontent.com/AmadeusVF/Trinkets-and-Trackers/refs/heads/main/Release 1.3.5/Trinkets%26Ttrackers_v1.3.5.js
With the newest versions of both installed here is the Token Action Bar (I removed others I use as DM for clarification.) If you try to use Initiative, Ability Check, Saving Throws, or Skill Check you get this. Were we meant to clear all tokens before update to newest T&T? As new TNT only adds 4 T&T ones. Does CA now handle these? There is no new Initialize button to add macros to token in current CA. All the macros are !TNT. If you clear token and use T&T Initialize and hit both Player and CA it only adds these. So is something messed up on my side or are those just not available in current version? CA 1.2.12 T&T 2.3.3 Other then that, great job on shops and the complete character sheet in chat. Love how for ease you can make shop using Roll20s drag and drop shops and then import it to TNTs shop, then all you have to do is add the manual ones that Roll20 still will not let you add Effects and are best edited on a character sheet before importing to TNT shops like you showed me.
1791436982

Edited 1791437033
AmadeusVF
Pro
API Scripter
Cron said: So is something messed up on my side or are those just not available in current version? CA 1.2.12 T&T 2.3.3 I'm Sorry for the confusion, I was planning to upload a guide before the release but I couldn't, As I remove CA from the new version of T&T(it has the settings for CA but just for the item uses) it doesn't support skills, saving or abilities checks like it used to do, instead you can use the !tntPlayer status, where you have all the rolls with more details(proficiency, advantage, disadvantage), by clicking on their values it rolls the result.(just in case you havent try it) so you can have all skills, abilities ans saving throw in 1 command (!tntPlayer status). I have to upload a new version to fix a bug in the Item drop and the token Follow, so, would you like to include the commands to roll the checks as the last version? And yes, it will be a good idea to clear the tokens, if you go to the DM menu, in the Tokens section "Extra" you have a command to clear the tokens, Im trying to reduce the macros on the tokens with more complete menus, like the Player status and the Turncard for combat, In a few days I will do the Complete Guide to teach how to use all the new features and all the new shop system.
Oh well done. I saw the full Status/Compact sheet but never hovered over the numbers and saw they were clickable. My bad. Very nice and cleans up Token bar, less macros is good. So were just missing Initiative? I can throw %{selected|init} on Token bar till next version, so np. !combatAssistant init brings up a button for them to hit so there is that too.
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Edited 1791554249
Hi Amadeus, An issue with the time management Using "Calendar of Harptos", Forgotten Realms documentation show that monthes have always 30 days, weeks(tendays) have always 10 days, weekdays do not have names so I think that day name choice should not be dislayed Example: 17th of Kythornis is always the 7th day of the second tenday of the Kythornis month (6th month)
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Edited 1791565444
AmadeusVF
Pro
API Scripter
Cron said: So were just missing Initiative? I forgot to add Initiative to the Status menu because I couldn't find a good spot for it without messing up the layout. I told myself I'd add it later, but then I completely forgot about it! It'll be included in the next update. Serge said: Hi Amadeus, An issue with the time management Using "Calendar of Harptos", Forgotten Realms documentation show that monthes have always 30 days, weeks(tendays) have always 10 days, weekdays do not have names so I think that day name choice should not be dislayed Example: 17th of Kythornis is always the 7th day of the second tenday of the Kythornis month (6th month) Yeah, I messed that up a bit because of the shops. As you can see, you can configure shops to operate on specific days and during certain hours, which makes it a bit tricky to keep everything working properly across different calendar systems. I'm still working on a solution for that.
I did not take a look on shops... I understand this is a tricky issue (but only for days as monthes and hours do not change)
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Edited 1791660606
Cron
Pro
AmadeusVF said: Cron said: So were just missing Initiative? I forgot to add Initiative to the Status menu because I couldn't find a good spot for it without messing up the layout. I told myself I'd add it later, but then I completely forgot about it! It'll be included in the next update. It might be better left to token bar. One click vs having bring up sheet to hit initiative. Then it's no faster or more convenient then having to bring up original roll20 sheet to click it. P.S. Looked at blueprints thx for adding to be able to hide bars.
1791695989
AmadeusVF
Pro
API Scripter
Serge said: I did not take a look on shops... I understand this is a tricky issue (but only for days as monthes and hours do not change) I fixed it :) Cron said: P.S. Looked at blueprints thx for adding to be able to hide bars. Blueprints? you mean Token Setup Recipes I guess, because blueprints are for items. I fixed a Bug in the Item drop that do not set the Item image to the token, fixed the Harptos Calendar, Still need to fix some issues in the path following, but I think, tomorrow I'll upload a guide to use the script. 
AmadeusVF said: I fixed it :) Thanks!!
AmadeusVF said: Cron said: P.S. Looked at blueprints thx for adding to be able to hide bars. Blueprints? you mean Token Setup Recipes I guess, because blueprints are for items. I fixed a Bug in the Item drop that do not set the Item image to the token, fixed the Harptos Calendar, Still need to fix some issues in the path following, but I think, tomorrow I'll upload a guide to use the script.  Yes, sorry was tired when posted forgot name. Can't wait for new version and guide. Follow is genius btw, as I have one familiar, one stitched companion, and sidekick already in my game its going to make a difference.
Hi Amadeus, I can't make the button "BP Add" function Example - I select one token - I click "BP Add" - I enter "Wand of Magic Missiles" in the dialog "Id or exact name" - I get a card with "Error: Blueprint not found: Wand of Magic Missiles"
Serge said: Hi Amadeus, I can't make the button "BP Add" function Example - I select one token - I click "BP Add" - I enter "Wand of Magic Missiles" in the dialog "Id or exact name" - I get a card with "Error: Blueprint not found: Wand of Magic Missiles" Don't worry: the name of the blueprints handout was wrong I correctred it and now all is OK
1791807680
AmadeusVF
Pro
API Scripter
Serge said: Serge said: Hi Amadeus, I can't make the button "BP Add" function Example - I select one token - I click "BP Add" - I enter "Wand of Magic Missiles" in the dialog "Id or exact name" - I get a card with "Error: Blueprint not found: Wand of Magic Missiles" Don't worry: the name of the blueprints handout was wrong I correctred it and now all is OK Good, I started working on the guide but I couldn't finish it this weekend, too much content to show, I think I will upload the Guide for each module, first the Inventory and Item creation.
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Edited 1791891930
Hi Amadeus, Can you explain what would be displayed in the "Active effects" frame ? (both CA and TnT "status" card) Could you add the current "Conditions"(poisoned,paralysed,prone,...) applicable to the "status" card ?  (for now the charecter sheet must be opened to get/set these infos and the token markers are not good enough to have automatic consequences)
Hi, For recipes with "Apply Token Setup"=ON, "Token Setup" should not erase the "Dynamic Light/Limit Field of Vision" fields (Total & Center) Either, these fields could be part of a "Token Setup Recipe"...