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[Script] Statblock import for 5e character sheet

Update to 2.4. Added parameter for setting the bar max value or not. Gmnote are now added to the sheet (like before) Added basic cloning token functionnality. The token image need to be from an uploaded image to your library. This is a restriction from roll20.net. Select a token and use command !jf-clone X where X is the number of clone, or better, create a macro with this text without quote: "!jf-clone ?{Number|1}"
Thanks for the update Jean-Francois, I will take another go at it. Its possible that the API was just timing out that night and it just happened to be the same night i was switching. Thanks for the hard work.
Anyone want to share any of the adventures (HotDQ, etc) they've done? All of LMoP is in the dropbox link I posted earlier in the thread, but surely someone has used this for another campaign.
@Jean-Francois - Thank you for the update, much appreciated! Setting the bar max automatically helps a lot, thank you! There was a feature request that got lost in the shuffle of this thread involving automatically generating the critical damage dice in the event that a critical occurs. Is this still on your roadmap as something to add?
Kevin said: @Jean-Francois - Thank you for the update, much appreciated! Setting the bar max automatically helps a lot, thank you! There was a feature request that got lost in the shuffle of this thread involving automatically generating the critical damage dice in the event that a critical occurs. Is this still on your roadmap as something to add? Yep, just have to figure what is the damage syntax.
RMcD said: Anyone want to share any of the adventures (HotDQ, etc) they've done? All of LMoP is in the dropbox link I posted earlier in the thread, but surely someone has used this for another campaign. I do have stuff from the Legacy of the Crystal Shard, but most of it I've tweaked to be more in line with 5th edition rather than the DND Next stuff. Stat blocks are in place though. Let me know if anyone wants it and i'll make it available to them.
I would love that Greg if you dont mind
@Puck, Here are the ones that I didn't alter for Legacy of the Crystal Shard <a href="https://www.dropbox.com/s/z06hkikgqcv1xwf/LOTCS%20" rel="nofollow">https://www.dropbox.com/s/z06hkikgqcv1xwf/LOTCS%20</a>... @Jean-Francios I fired up 2.4 in a new clone of my Storage Campaign (where i store all my monsters / npc) and it still didn't put in any "actions". I disabled all other scripts just to make sure something wasn't conflicting. I changed these settings from the default. (function(jf, undefined) { /* Options */ jf.createAbilityAsToken = true; jf.monsterAsMinHp = false; // generated token hp can't be lower than the average hp jf.rollMonsterHpOnDrop = false; // will roll HP when character are dropped on map // Setting those too a sheet value will set the token bar value. // Green bar jf.parsebar1 = 'npc_HP'; jf.parsebar1Max = true; // Blue bar jf.parsebar2 = ''; jf.parsebar2Max = false; // Red bar jf.parsebar3 = 'npc_AC'; //'npc_passive_perception' jf.parsebar3Max = false; That was after changing bar2 from npc_passive_perception to '' Neither worked, this is what I saw in the script console, each time i ran it. Here is the stat block i was working with. Stat Block MULE Medium beast, unaligned Armor Class 10 Hit Points 11 (2d8 + 2) Speed 40ft. STR 14 (+2) DEX 10 (+0) CON 13 (+1) INT 2 (-4) WIS 10 (+0) CHA 5 (-3) Senses passive Perception 10 Languages - Challenge 1/8 (25 XP) Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carrying capacity. Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone. ACTIONS Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
@Jean-Francios I fired up 2.4 in a new clone of my Storage Campaign (where i store all my monsters / npc) and it still didn't put in any "actions". I tested with the same option as you, with a copy paste of the statblock you post, and the creature are created without error, with the hoove action. I thing to note is that you have to deselect and reselect the token for the action button to show on the tabletop. I can't reproduce your issue. Also, the console should display this each time you run the parse command with the bar1 and bar3 set to some sheet attribut. "Character Mule updated" "Setting bar3 to value 10" "Setting bar1 to value 11"
Yeah, I deselected and re selected. Very strange indeed. I created a brand new campaign before I copied the latest script. I'll keep testing.