
They are individual attacks. You may target 2 rays at 1 guy, and 1 at another, or 3 at one guy.
Each Ray is resolved separately. So just click "cast" 3 times.
Each Ray is resolved separately. So just click "cast" 3 times.
Kryx said:
5. Casting Time
It was refactored. I had a warning for a month. :P It is now "spell_casting_time"
Rich S. said:
I've read through this entire thread and probably only understand about an third of it all. Couldn't really find any specific examples of how to input the information for Magic Missie into this shaped sheet. (I keep seeing talk about macros, but I'm not sure what I'm doing so I need a little Handholding here.)
Would someone be kind enough to post an image of Magic Missile/ Scorching Ray?
I seem to do fine with one dart/beam, but I'm trying to get a basic understanding of how to make the spell scale when cast as a lvl 2 or higher as it adds more darts/beams.
Or are you just supposed to keep track of it yourself?
Actually, that makes a lot of sense. Don't worry about altering it, I think you're totally right about this. [Edit: ignore previous comment, I still struggle with the idea of a global PB based on overall level/CR so I confuse myself sometimes. It seems a bit odd to me that an NPC or PC's spell DC should be largely independent of their actual spellcasting level - a 19th level fighter with a 1 level dip in wizard has the the same spell DC as a 20th level wizard! But them's the rules apparently!]Kryx said:
1 Warlock NPC:
NPCs are not PCs. There are no NPCs with warlock spells, they just have spells. I would recommend using the PC sheet if you're building your NPCs like PCs. I could however alter this field for NPC sheets.
Yep, I'd seen the warning. As Liam points out though, this is appearing on all spell output cards in the chat, even for brand new characters with new spells. Looking at the code, I see:
5. Casting Time
It was refactored. I had a warning for a month. :P It is now "spell_casting_time"
...{{spellcasttime=@{spellcasttime}}}{{spell_casting_time=@{spell_casting_time}}}...in both the roll and info button values, but obviously there's nothing in the roll template for "spellcasttime" any more, so I guess that bit should go from the button values now?
Thanks.Liam said:
I think he means that a "Spellcast time" element seems to be popping up on all the chat cards now. I've changed all my spells to use the new system but that element still shows (see below)
1. I could fairly easily alter warlock slots for NPCs if it helps - let me know.Actually, that makes a lot of sense. Don't worry about altering it, I think you're totally right about this.Kryx said:
1 Warlock NPC:
NPCs are not PCs. There are no NPCs with warlock spells, they just have spells. I would recommend using the PC sheet if you're building your NPCs like PCs. I could however alter this field for NPC sheets.Yep, I'd seen the warning. As Liam points out though, this is appearing on all spell output cards in the chat, even for brand new characters with new spells.
5. Casting Time
It was refactored. I had a warning for a month. :P It is now "spell_casting_time"
Yeah, that's tricky. It's dead simple in a script - I've just checked for the presence of an aoe value and then suppressed the target if there is one. I can't think of a way to do that with the tools you have available to you in a sheet - but your character-sheet-fu is far ahead of mine! They could add more support for conditionals etc but at that point one starts to wonder if it wouldn't just be easier to support JS in the sheets and save everyone a whole load of headaches!Kryx said:
If you have ideas how I can fix 2 please let me know. It is a poor assumption that saves have a target. I guess the only way to handle that would be to make another toggle for "target", but adding more attributes (toggles) is less than ideal with the current system.
If only...Lucian H. said:
if it wouldn't just be easier to support JS in the sheets and save everyone a whole load of headaches!
Another question for you. I've been going through the PHB looking for mechanics relating to spells and slots and I've noticed a lot of class abilities that grant things like:I would put them under cantrips for now - there is no scaling, no spell level, etc. The limits of roll20 for character sheets has stifled my desire to improve this sheet as of late.What would you say is the best way of handling this type of thing? The more complicated ones with short/long rest things seem like class resources/actions to me, but it seems a bit silly to try and recreate all of the details of a spell in that part of the character sheet when you've got such a good editing interface in the spell section. Would you just put the spell in the spells section and then track the usage separately through the class actions/resources? (I could probably link them somehow using my script for casting purposes)
- At will spells
- 1/short/long rest spells (but generally only cast at a specific level)
- 1/short/long rest chance to cast spell with no slot, otherwise uses a slot (e.g. Wizard signature spells)
- 1/long rest spells that also cost a slot (various Warlock invocations do this)
There's also potentially a crossover here with monsters that have Innate Spellcasting, which tends to grant some At Wills and some X/day spells. I guess having those as spells rather than actions has the downside that they're only usable from the sheet (without the Evil Script of Evil), but on the other hand, the spells interface does kind of seem like the right place for them, and it means they can be imported using your spell importer...Spells should be spells as I said above. Ideally that area would account for at-will or recharge spells as well.
I'm sorry to hear that, but I can understand where you're coming from. Even just a weekend of fighting with the inconsistencies of API processing of inline rolls had me quite frustrated. It's a shame, because people like you and Aaron and all the other community contributors are actually building serious functionality onto Roll20 that adds significant value to the site; if you're getting disheartened by the lack of support in the platform that's a big loss for everyone I think.Kryx said:
I would put them under cantrips for now - there is no scaling, no spell level, etc. The limits of roll20 for character sheets has stifled my desire to improve this sheet as of late.
However spells should always go under the spells section imo - even if they are given by some other source (that's the point of the source field, which I never use). Though you are correct that I do not support all the extra cases currently.Great, that's helpful. At least I now know what direction to take my stuff in - I'll use the spells section as the core database and try and work around that for the usage/recovery mechanics. Hopefully soon there will be some developer love for the character sheets and you might feel a bit more motivated again :-)
Rerolls, right? Just edit the damage field. Same process as was outlined with damage above.Rich S. said:
Evocation Savant: Can this be added to the damage formula in some way for my fire evocation spells? ie (Adjusting All Damage Die Rolls of 1 as 2.)
Kryx said:
Rerolls, right? Just edit the damage field. Same process as was outlined with damage above.Rich S. said:
Evocation Savant: Can this be added to the damage formula in some way for my fire evocation spells? ie (Adjusting All Damage Die Rolls of 1 as 2.)
Rich S. said:
Evocation Savant: Can this be added to the damage formula in some way for my fire evocation spells? ie (Adjusting All Damage Die Rolls of 1 as 2.)
{1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1
Silvyre said:
Rich S. said:
Evocation Savant: Can this be added to the damage formula in some way for my fire evocation spells? ie (Adjusting All Damage Die Rolls of 1 as 2.)
Separate and wrap your damage dice in keep functions.
e.g. Fireball — 8d6 becomes:{1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1
Rich S. said:
Silvyre said:
e.g. Fireball — 8d6 becomes:{1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1
And I just put that into the Shaped Sheet Dmg Box then?
{1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1Alternatively;
[8d6] {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1
Silvyre said:
Rich S. said:
Silvyre said:
e.g. Fireball — 8d6 becomes:{1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1 + {1d6,2d1}k1
And I just put that into the Shaped Sheet Dmg Box then?
The Dmg Dice fields would work. You could alternatively place it [[inline]] in some other field.
Placing cs0cf0 in front of the 2d1's removes the highlighting.{1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1 + {1d6,2d1cs0cf0}k1
Pietro G. said:
Why do all the save and skill checks result in two identical rolls? It's like everything I do assumes advantage. I have tried different browsers and a new game.
This pains me. It really shouldn't be this verbose.Silvyre said:
Alternatively;[8d6] {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1 + {1d6,0d0+2}k1
Jake M. said:
Pietro G. said:
Why do all the save and skill checks result in two identical rolls? It's like everything I do assumes advantage. I have tried different browsers and a new game.
Basically, it is to make things WAY faster. If you have advantage, pick the highest, if you have disadvantage, take the lowest. If you have neither, or both, take the one on the left.
HLazar said:
The d4cs0cf0 reads as a d4 with a critical fail of 0 and critical success of 0 and as such turns off the roll highlight of red for fail and green for success. The reason that people usually use this is because when it is added to the attack or saving roll, if a 1 or 4 is rolled for the bless, there will not be a confounding highlight and you can easily determine whether your d20 roll itself was a critical fail or success without having to hover over the formula. Did that explain it or do you need images?
Cmd-Shift-4 will give you a cursor with which you drag a box around an area of the screen. When you release the mouse button it will save that portion of the screen as a screenshot on your desktop.HLazar said:
I am sure that there is one also for Mac but I do not know it.
Thanks! And if you want to capture animations, LICEcap is a good option. Available for windows and OSX.Lucian H. said:
Cmd-Shift-4 will give you a cursor with which you drag a box around an area of the screen. When you release the mouse button it will save that portion of the screen as a screenshot on your desktop.
Lucian
Brother Sharp said:
I am not sure if anyone else has asked this but, how does one add bonus to initiative in this version of the sheet?
Michael M. said:
- One of my PCs gets an extra +3 every time he rolls Init. Mouseover shows +3 (his stat bonus) +3 (the "extra" bonus) +0. I've checked the Settings at the bottom of the sheet, and Initiative Bonus is set to 0.