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[5e Shaped] v2.1.13 Live

1456931515

Edited 1457969382
Kryx
Pro
Sheet Author
API Scripter
The sheet is live. If you are updating an existing campaign I highly recommend you duplicate your campaign and use that to copy data over. I also recommend starting each character from a fresh sheet. Release 2.1.13 Features: High performance sheet without the lag of old versions (100% sheet workers) Improved styling to match the 5e paper sheet Nearly all elements clickable to output to chat Compendium Integration for NPCs, Armor, Equipment, Spells, Weapons NPCs Drag & drop from Compendium All actions and traits are parsed (even saving throws) Customizable skills Add or remove skills as desired Change ability used on the fly Translations (English, French). Looking for more translators. Repeating Resources which can track uses like Lay on Hands Repeating Spells Filterable Higher Level toggle Customizable classes Change Name, HD, or spellcasting level of the classes Custom classes Spell slots are calculated automatically and only show for the level for which is available (can be customized) Hit Dice are calculated automatically and only show for the hit dice you have Armor Covers unarmored ability cases like monk, barbarian, etc. Toggle armored or unarmored bonuses as desired (mage armor for example) Automatically calculates Equipment Gold automatically calculated Weight automatically calculated for Armor, Attacks, Equipment Equipment items are clickable (potion of healing for example) Attachers can be used to remind yourself to add to saving throws while within 10 feet of your paladin Extra features: Jack of all trades, halfling luck, Vision, movement, appearance. Settings for how to output all rolls, death saves, initiative, etc Roll settings to choose to always roll with advantage, disadvantage, or query for both Optional bonuses to all skills, abilities, saving throws, etc. Still TODO Add passive Perception Add custom values for weight carrying (carrying capacity/push/encumbrance). Used for some class/race feature, as well as if you want to have weight listed in kg instead of having them in lbs (1kg=2lbs). A modifier is enough. Madness Refactor roll options to have advantage/disadvantage use 2d20kh1 or 2d20kl1 and factor in the rest. Parse translated words for spell filtering (Can you give me a full list here, Alzam?) Per roll settings - each attack can choose how to roll??? Create more macro queries? NPC Automatically calculate challenge rating based on hp, damage per round, etc. fix import scripts Write conversion script (Though everyone should start over with new sheets if they are experiencing any lag) Nice to have: Warlock automatically cast at higher level. Spell Point values customizable Elemental Adept Pre-populate class stuff even after the first one (watch specifically for class change) How to Update the sheet yourself (as a mentor): Copy the html from github In Roll20 go to campaign settings and choose a custom character sheet. Choose D&D 5e as the SRD In the HTML tab paste the HTML code Copy the css from github On Roll20 in the CSS tab paste the CSS code. Hit save. Contribute: Since many have asked for it: If you appreciate what I do and want to compensate me for the countless hours that I have spent building this character sheet feel free to support me on Patreon or Paypal ( <a href="mailto:mlenser@gmail.com" rel="nofollow">mlenser@gmail.com</a> ). If you are in the EU you can email me ( <a href="mailto:mlenser@gmail.com" rel="nofollow">mlenser@gmail.com</a> ) and I will provide an IBAN number (easier for both of us). Thanks so much for your support. This Patreon campaign is not affiliated with Roll20; as such, contributions are voluntary and Roll20 cannot provide support or refunds for contributions. Please report any bugs in this thread. Please read over the TODO items before suggesting any features as converting from old versions is yet to come. Special Thanks to testers and contributors: alexander, Alzam , Brian S., BP, Chris H., Cristóbal, Doug, Jakob , Jason, Kaelev , Kevin , Mark G, Modnar Wylde, Robert, Saevar, Thorsten , Vanakoji . I'm sure I missed a few. Previous Thread
1456932819

Edited 1456934719
Kryx
Pro
Sheet Author
API Scripter
Discussing where this sheet is headed in the future: Firstly there are hundreds of users of this sheet so I cannot possibly please everyone. My goal is to provide the best user experience while adhering as closely as possible to the paper sheet. We currently have some class features like Divine Smite and Sneak Attack under character. These will most likely move to where Resources are. In the last thread at the end there was much discussion on resources. I would like to revisit that and examine your ideas. Keep in mind that resources existed before traits were clickable and much of the potential usage is already captured there (or in specific Class Features) Looking at my current party I have Sorcerer with no resources Rogue with no resources Ranger with no resources Fighter with Second Wind, Action Surge, Inspiring Leader, and Superiority Dice Paladin with Lay on Hands and Channel Divinity Several class specific things will be added to the sheet. That includes Action Surge, Second Wind, Superiority Dice, Lay on Hands, and Channel Divinity. For my specific group that leaves Inspiring Leader which is a feature/trait. Features/Traits will also be getting uses and heal query. So I'd like to open up discussion for items that you think currently belong in resources that would not be captured. A few options: Resources are taken out in favor of the other systems Resources remain, but have heal taken out. Resources now just track uses, recharge, and freetext/freeform. They will mainly be used for homebrew. Resources remain as is Likely after all of the class features are put in there will be very little use for resources (but I'm here asking to ensure that is the case). Please let me know your feedback. If you're going to vote an option please specify why. If you're going to vote #2 or #3 then please specify what will not be covered. ---------------------------------------- Addressing specific concerns from the last thread: @Doug: Healer's kit is an equipment item - it should be tracked there. Lay on Hands and Channel Divinity will be class features. @Thorsten: Healing Potions are equipment. Drag one in - it works wonderfully. @Kevin: Item charges belong in Equipment. @Mark: Rages will fall under class features. Grit points or any other homebrew would be a reason to go with #2 above. @Robert: Previously the textarea had the exact same behavior as the span does now - it had a set height that could be scrolled. What is there now is the exact same. You response of "I'll just move them to resources" was therefore confusing because you seemed annoyed at a behavior that was the exact same as before. @Alex: Sneak attack is easier to include as a class feature - I'd recommend that route. Up to you though. Colossus Slayer will become a class feature as well. @Vanakoji: Kobold doesn't parse because he has a negative hp bonus! I'll fix. @Ken: It sounds like you're looking to hide everything, but show the button. The reason the certain items here are hidden is because they could potentially impact if a user uses inspiration or another feature. For example if the DC is high they may want to use it or if the conditions are bad they're more likely to use it. I guess the option is the same for attacks PCs with Shield, but the use case there is much more narrow. Either way I can add it to my TODO, but it won't be a top priority right now.
Kryx said: @Ken: It sounds like you're looking to hide everything, but show the button. The reason the certain items here are hidden is because they could potentially impact if a user uses inspiration or another feature. For example if the DC is high they may want to use it or if the conditions are bad they're more likely to use it. I guess the option is the same for attacks PCs with Shield, but the use case there is much more narrow. Either way I can add it to my TODO, but it won't be a top priority right now. As I said, I am perfectly happy with it being a low priority. &nbsp;Thank you for looking in to it and thank you so much for all the work you put in to this sheet.
Congrats on getting this out the door! :-)
1456934015
Kryx
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API Scripter
Thanks Riley. Thanks for all the great features that this new redesign is using.
Kryx said: Thanks Riley. Thanks for all the great features that this new redesign is using. Our pleasure!
I am having trouble writing a script that sets the output option and other options on the settings page. &nbsp;I am able to create the output_options attribute but it does not change the selection on the page and it does not output correctly. &nbsp;is this due to sheet workers?
Kryx said: Features/Traits will also be getting uses and heal query. So I'd like to open up discussion for items that you think currently belong in resources that would not be captured. A few options: Resources are taken out in favor of the other systems Resources remain, but have heal taken out. Resources now just track uses, recharge, and freetext/freeform. They will mainly be used for homebrew. Resources remain as is - @Mark: Rages will fall under class features. Grit points or any other homebrew would be a reason to go with #2 above. So your feature/trait section would just be specific things from the standard PHB/classes that you predefine? &nbsp;Or would we be able to create custom ones? &nbsp;I am not worried about where things are, or what they are called. &nbsp;I would just like somewhere that a player can track usage of special features they have. &nbsp;What I am reading is your feature/trait section will have that in spades, just is there an option for custom ones?&nbsp;
Ken M. said: I am having trouble writing a script that sets the output option and other options on the settings page. &nbsp;I am able to create the output_options attribute but it does not change the selection on the page and it does not output correctly. &nbsp;is this due to sheet workers? I doubt that this is due to sheet workers, but Kryx can correct me here if I am wrong. &nbsp;I think that @{output_options} will equal either @{output_to_all} or @{output_to_gm} and each of those are set to "" and "/w GM " respectively. So if you want a script to change the value, you should be setting either @{output_to_all} or @{output_to_gm}, not the underlying values. &nbsp;I had a similar moment of confusion when setting this up for my AdvantageTracker script.
@Kryx, sorry one other question, is there any reason if we were up to date on your fixes doing a custom sheet, that we can't just flip it to the now live version? &nbsp;Just so I don't have to worry about upgrading it myself when you make changes, I feel it is at a great place to start using in game (which my next session isn't for two weeks as it is)
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Edited 1456935844
Kryx
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@Mark B: Sorry there was probably some confusion in naming above. "Features and Traits" is different than the "Class Features" that I mentioned above. "Class Features" will encompass Sneak Attack, Divine Smite, etc. "Features and Traits" will encompass feats, racial features, abilities where you just need to see words, etc. The goal of the pre-defined class features is so that it is there for all users and does not require setup. Plus this way they can be attached to attacks potentially. For Custom ones Any of the above 3 options will cover it, but one could definitely make the argument that tracking something like Grit is easier with option #2 or #3. @Kevin: That sounds correct at a glance. It is done this way so it can potentially be changed in the future. Though with sheetworkers I guess this old method isn't as required. Not much of a reason to go and replace it all though. Updating versions : The sheet will upgrade your old versions. If you're below a certain it will run some code to update the areas that have changed. For the most part this is just forcing recalculations. It should be perfectly fine to upgrade.
Kryx said: The goal of the pre-defined class features is so that it is there for all users and does not require setup. Plus this way they can be attached to attacks potentially. For Custom ones Any of the above 3 options will cover it, but one could definitely make the argument that tracking something like Grit is easier with option #2 or #3. Okay, so from that, which thank you makes it clearer, my vote would be either for #2 or #3, just need a place to track usages of class features that don't have a roll associated with them. &nbsp;Which I think is the biggest thing here, Rage there is a modifier that gets added to certain things. &nbsp;Grit is just like sorcerer points, use them to do something, but don't actually effect a roll per-say. Speaking of Rage and making it a class feature (like sneak attack etc), are you going to be able to make it so a player can select that they are raging, then they get the appropriate + to their attack roll with melee weapons? &nbsp;Not making it a request really, not hard to add it after the roll, just curious cause that would be really cool!
Option #2 for Resources would be fine for me, my players use resources for Grit and to note their Wild Shape / Channel Divinity uses so Heal doesn't come into play (Fighter does have Second Wind and Action Surge but obviously we can move that over to the new Class Features once they are implemented)
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Edited 1456936938
Kryx
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@Mark B: Can you please specify why you want #2 or #3? Again, Rage is covered in "Class Features". Sorcery Points has been covered since the beginning. So the only item not covered here is Grit which could conceivably go in traits (though as mentioned above it could be nice to store homebrew stuff in resources). I'm not sure what I can do with Rage. I will explore that option. @Liam: Wild Shape, Channel divinity, Second Wind, Action Surge will be under "Class Features". So again just homebrew Grit. I can always add a homebrew grit option as well - I have no problem adding homebrew options to "Class Features".
Kryx said: @Mark B: Can you please specify why you want #2 or #3? Again, Rage is covered in "Class Features". Sorcery Points has been covered since the beginning. So the only item not covered here is Grit which could conceivably go in traits (though as mentioned above it could be nice to store homebrew stuff in resources). I really don't have a reason for specifically wanting #2 or #3. &nbsp;What I would like is just a place to enter a description (ie "Grit Points") and be able to set a max value and used value like Sorcery Points, in this case they function the same way. &nbsp;You get so many, can use them on attacks, get them back after a short rest or if you do a couple other things. &nbsp;No way to program that all in, so it completely a user controlled value. &nbsp;Yeah it would be great if I could then link that to the token like with HP and be able to do math from the token with it so that the player didn't have to flip to a secondary sheet tab to make the adjustment. &nbsp;But that is a nice to have. &nbsp;The current resource allows for that plus. &nbsp;So just a simplified version works fine. &nbsp;Or if you want to put it somewhere else I am good too.
1456938772
Kryx
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API Scripter
The point I'm getting to is resources will not exist unless there is a use case that either "Class Features" or "Features and Traits" cannot encompass. Currently the only one I see is "Grit" which can be added as an option to "Class Features" as so many use it. Same with other homebrew options. Other homebrew options will potentially fall under "Features and Traits".
Kryx said: The point I'm getting to is resources will not exist unless there is a use case that either "Class Features" or "Features and Traits" cannot encompass. Currently the only one I see is "Grit" which can be added as an option to "Class Features" as so many use it. Same with other homebrew options. Other homebrew options will potentially fall under "Features and Traits". I would imagine that if you added Grit for Gunslinger to there, then similar resources on the Blood Hunter class would also be requested (they are both by Matthew Mercer and are quite popular atm). My only worry is if lots of players started requesting different homebrew resources to be added so they can play "their" class/archetype, it could make your work with making this sheet harder as you'd end up spending more time adding features that not many use when there are other bits on your Todo or "Nice to have" list that you would have less time for.
I think the sheet should be extensible enough for people to homebrew, but shouldn't actually include homebrew in the sheet.
1456939915
Kryx
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I'm fine adding both of those as they are quite popular. The amount of time to add additional ones isn't a problem - it would only take a few minutes. They'll only show if they are toggled on so that concern isn't there either.
Kryx, I am good with anything you do really. &nbsp;Just sitting here thinking, that technically, I could have my gunslinger use the spells points as they are now for the same thing. &nbsp;So if you add it to the feature/trait area great! &nbsp;If not, I still am going to use the sheet cause it is awesome. &nbsp;As Liam said, would rather see things that the general public will use day in and day out than a couple options for homebrew stuff.
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Edited 1456941380
Vanakoji
KS Backer
For resources. I prefer #2 or #3 at the moment, but would not mind 1 if it is done well.&nbsp;The reason for wanting resources to stay in general I notice when I want to use "Lay on Hands" or "Ki" - I like the button and the use amount in one section. Having lay on hands in traits for the heal macro and uses in resources splits things while I like to keep them together in this case. - Easy to adjust use amounts. I don't want to go into edit mode and have to scroll down throw all traits or look at all the fields in edit mode when I just want to adjust the remaining uses. The current uses are easier to adjust and are nice even for just number tracking like Ki. So I would not mind if these are in traits if 1) Traits gains a uses field and shows in the roll template title (like resources does atm) in chat when clicked if the fields are being used. 2) The uses can be edited/adjusted when not in edit mode as resources currently allows to avoid extra clicking, searching and general slowing down the game. I can't seem to think straight at the moment so I hope that makes sense as I can't seem to write it well. I am not opposed to resources going away if the alternative doesn't split things too much or make it annoying to adjust the amount remaining. Also, for field/macro references for the new sheet &nbsp;I combined the two previous google docs into one with a table of contents. Will continue to look over things with this doc which I assume will need to go to the wiki at some point but for now, this should contain many of the things someone would want to reference. <a href="https://docs.google.com/document/d/1YW8K5kMESQSi8u" rel="nofollow">https://docs.google.com/document/d/1YW8K5kMESQSi8u</a>...
How do I get the HP to automatically generate for monsters when I add them?
1456942529
Kryx
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Drag and drop will auto populate (fixing monsters with a negative mod on their hp later tonight) For other creatures you set the number of hd and the hd size. Hd size will be set for you after you select creature size. The third field is for any bonuses (for things like lich). Don't include the bonus HP from con as I calculate that automatically.
@ Kryx Before I vote, I'd like a clarification, because I might be missing something. What are class features and how do I add to them? I thought they were just that predefined macro area on the character page with sneak attack and divine smite. But above you mention that Grit can be added to Class Features with so many uses, and I can't see a way to do that, so I might be misunderstanding. To respectfully disagree, :) while the features and traits might TECHNICALLY have the same functionality as before, I used to be able to expand the box so I could see all the features and traits. Since I can't do that now (with the features being moved up into the non-expandable area of the box, I can't see half the stuff that's there on a moderately leveled party. I perpetually have players with little or no understanding of the game, and if I can't scan their features with a glance, I'll forget to remind them to use them, and then they'll feel kinda lost when everyone else is doing cool stuff. That's why I was going to start moving features to resources. I personally have to be able to see them all at once because they aren't my personal character but I always have to be aware of them.
1456943331
Lucian
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API Scripter
Kryx said: Drag and drop will auto populate (fixing monsters with a negative mod on their hp later tonight) For other creatures you set the number of hd and the hd size. Hd size will be set for you after you select creature size. The third field is for any bonuses (for things like lich). Don't include the bonus HP from con as I calculate that automatically. Is there a way that you will be able to leverage this calculation for variable mook token HP like you did with the old script, or will that have to be done separately again in the API? L.
It isn't working for me or I don't understand what I have to do. I'm just going to use a token mod API !token-mod --set bar1|[[@{selected|npc_hp}]] is giving me an error. Is npc_hp the right field to call from?
Robert D. said: @ Kryx Before I vote, I'd like a clarification, because I might be missing something. What are class features and how do I add to them? I thought they were just that predefined macro area on the character page with sneak attack and divine smite. But above you mention that Grit can be added to Class Features with so many uses, and I can't see a way to do that, so I might be misunderstanding. As far as I understand, sneak attack and divine smite are the class features. You can't add to them, but Kryx can. It'll be handled automatically for you when leveling up.
I don't mind the move of resources to Class Features if they are able to be referenced in scripts. In fact, I like that the standard class features are included in this way. As always, good sheet. I am just now getting around to playing with it in depth and making the recommendation of a move to this for our group. H
hp_formula for anyone that is wondering :)
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Kryx
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fyi delaying responding on class features. I'm working on it now and people will be able to understand it after I release tonight. @Lucian: You can click the HD formula on presentation mode and it'll roll for you (can't set the hp as a result though). @Craig: The "21" is the number of hit dice. "d20" is the size of the die. The size will be automatically calculated once you select the creature size. So the only thing you have to edit is the number of HD - which in this case is "21". The field is named hp, not npc_hp
Kevin said: Ken M. said: I am having trouble writing a script that sets the output option and other options on the settings page. &nbsp;I am able to create the output_options attribute but it does not change the selection on the page and it does not output correctly. &nbsp;is this due to sheet workers? I doubt that this is due to sheet workers, but Kryx can correct me here if I am wrong. &nbsp;I think that @{output_options} will equal either @{output_to_all} or @{output_to_gm} and each of those are set to "" and "/w GM " respectively. So if you want a script to change the value, you should be setting either @{output_to_all} or @{output_to_gm}, not the underlying values. &nbsp;I had a similar moment of confusion when setting this up for my AdvantageTracker script. I was setting output_option to @{output_to_gm} If left to default the attribute is not there, so I create the attribute if it si missing and set it to&nbsp;@{output_to_gm}. &nbsp;this does not seem to work. &nbsp;The attribute is created and the setting is correct, but the selection is not changed and the rolls are not whispered
@Ken M. &nbsp;can you send me a link or PM that has your script, I can try to take a look at it.
1456944381
Jakob
Sheet Author
API Scripter
I favour #2, for tracking resources not tied to any particular action or even feature. Example: Bardic Inspiration. Now, I can use the bardic inspiration dice for either normal bardic inspiration, or for combat inspiration resp cutting words, but they share the same pool of uses. If I wanted to track the number in features, I would have to split the charges up in an awkward way. Similar use case would be Channel Divinity for clerics.&nbsp;
1456944669
Lucian
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@Lucian: You can click the HD formula on presentation mode and it'll roll for you (can't set the hp as a result though). Yeah, I was thinking of the thing that you had in the old API script that went with the previous version of the sheet that would automatically populate one of the token bars with a rolled HP value whenever you dropped an instance of the character on the canvas so you could have mooks with variable HP automatically. I guess the logic is pretty much identical to what you have in the sheet now, but I also guess that there's no way of leveraging that for the same effect/exposing the calculation to the API so it can do the same thing. I'll probably just steal your logic from the sheet and stick it into an API script for the time being.
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Kryx
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@Jakob both of those will be covered in Class Features.
1456944751
Kryx
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Lucian H. said: Yeah, I was thinking of the thing that you had in the old API script that went with the previous version of the sheet that would automatically populate one of the token bars with a rolled HP value whenever you dropped an instance of the character on the canvas so you could have mooks with variable HP automatically. I guess the logic is pretty much identical to what you have in the sheet now, but I also guess that there's no way of leveraging that for the same effect/exposing the calculation to the API so it can do the same thing. I'll probably just steal your logic from the sheet and stick it into an API script for the time being. You can just roll hd_formula and then set the amount. Maybe even give it to me as a pull request. :D
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Edited 1456945272
Kryx
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2.1.14 Fix kobold hp Added Hide Attack/Damage for NPCs Added heal query to traits and spells Rolling hit dice now queries for an amount and the roll template shows how many have been used and how many are left. See Screenshots below Added Class Features to the Core page. See Screenshots below Styling is an intermediate step. I'm sure it'll improve.
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Edited 1456946304
Liam said: Kryx said: The point I'm getting to is resources will not exist unless there is a use case that either "Class Features" or "Features and Traits" cannot encompass. Currently the only one I see is "Grit" which can be added as an option to "Class Features" as so many use it. Same with other homebrew options. Other homebrew options will potentially fall under "Features and Traits". I would imagine that if you added Grit for Gunslinger to there, then similar resources on the Blood Hunter class would also be requested (they are both by Matthew Mercer and are quite popular atm). My only worry is if lots of players started requesting different homebrew resources to be added so they can play "their" class/archetype, it could make your work with making this sheet harder as you'd end up spending more time adding features that not many use when there are other bits on your Todo or "Nice to have" list that you would have less time for. I'm in the same boat here. I have both a Blood Hunter and Gunslinger in my campaign as well as a Mystic (which is popular as well). Will it be possible to add custom Features and Traits on our end or is that more suited for the resources section?&nbsp;
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Kryx
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Resources section is likely going away. See screenshots above.&nbsp;Every item brought up so far is either a class feature or a homebrew class feature (all of which will be done). Please read the whole thread when replying . I don't mean to be rude, but I only have limited time to respond. The more time I respond the less time I develop. Questions like "Will it be possible to add custom Features and Traits on our end or is that more suited for the resources section?" were answered above. Got a chance to reply to other stuff: @Robert: You're right - the area can not be resized. that's the difference. My mistake earlier. I can't fix it. :( I can make it 10 more lines though. @Vanakoji: Lay on hands is all together. See 2.1.14 Fields are editable. See 2.1.14 Traits will stay the same layout, but your use concerns will largely be solved by Class Features. Thanks again for doing the google doc.
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Edited 1456948230
Will there be a way to hide Class Features that don't apply to a particular character? Edit: Just saw Vanakoji's reply, the reason I asked was because of the Rogue bug he mentioned
Quick noticed issues - Sneak attack AND paladin abilities appear with rogue levels only. Have levels in rogue only make both appear and having only paladin levels does not display the paladin section. (paladin section seem to reference "sheet has rogue levels") - Query for HD only adds 1 HD of con mod to the roll. So say using 3 on a short rest will only add con mod once in the roll. Ya, looks like it will be mostly covered minus the rare cases of custom resource uses. Looking good so far and considering how good the sheet is and how much work you put in, I am not too worried about it once things get worked out. Will continue to update the doc with corrections/additions etc as I have time.
Liam said: Will there be a way to hide Class Features that don't apply to a particular character? Yes, the will only appear when you have class levels in applicable classes (at least this is how it seems to be on the development version).
Will the Hide Attack check box also serve to hide saving throw and ability checks? &nbsp;My reading of the code seems to suggest this but I think I understand just enough to confuse myself. &nbsp;I would like to hide these rolls as well and I was trying to see if I could make it work on my own but it looks to me as though they use the same piece of the roll template.
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Kryx
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Kevin said: Yes, the will only appear when you have class levels in applicable classes (at least this is how it seems to be on the development version). This is the current implementation, yes @Vanakoji: I fixed the toggle for Paladin. Query for HD rolls now correctly multiplies the number by con mod.
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Kryx
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@Ken: No. Hiding attack will only hide attack. Hiding damage will only hide damage. You must select each part you want to hide individually.
OK, So the only way to hide an NPCs saving throw roll or ability check is to use the whisper all to GM option?
1456949301
Kryx
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Yes. Keep in mind you can use /talktomyself If you're trying to hide everything except the button the sheet isn't setup to handle that nor will it likely expand to handle that case.
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Edited 1456949488
Kryx
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Would someone please make a list of all items that should be in class features sorted by class? Would be very helpful. Fluff features like Fighting style need not be included.
Kryx said: Yes. Keep in mind you can use /talktomyself If you're trying to hide everything except the button the sheet isn't setup to handle that nor will it likely expand to handle that case. What I really am trying to do is add roll button for my players after I roll something involving a save. &nbsp;This is something that I am trying to do on my own because that is not the direction you want to go with the sheet(which is fine by the way) &nbsp;I ran into a snag because the target in the original roll was interfering with my addon. &nbsp;But I think i thought of a way to do it with the API, so I think I should be OK. &nbsp;Thank you for answering my questions.
1456950372
Lucian
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Kryx said: You can just roll hd_formula and then set the amount. Maybe even give it to me as a pull request. :D Awesome. That's so much better than I was expecting! Will go away and write something and send you a pull request. Will add configuration options etc to make it a bit more flexible if you're going to use it.
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Lucian
Pro
API Scripter
Kryx said: You can just roll hd_formula and then set the amount. Maybe even give it to me as a pull request. :D Have been messing about with this and have noticed that the HP stuff has the same limitation that the old HP rolling stuff from the script had originally - tiny creatures can start off dead thanks to negative CON modifiers. If you remember we went round this here:&nbsp; <a href="https://app.roll20.net/forum/post/1816031/script-d" rel="nofollow">https://app.roll20.net/forum/post/1816031/script-d</a>... based on Mike Mearls' comment:&nbsp; <a href="http://www.sageadvice.eu/2015/04/08/hp-and-negativ" rel="nofollow">http://www.sageadvice.eu/2015/04/08/hp-and-negativ</a>... Technically speaking each HD roll should probably have a minimum result of 1, but if you want to keep the hp_formula as a simple roll expression perhaps you could just place a minimum of 1 on the entire roll expression using something like&nbsp;[[ {1d6-2, 0d1+1}kh1 ]] &nbsp; ? I'd also forgotten that this script needs to take into account the stupid non-deterministic add/change tango that Roll20 does for new tokens. Sigh, I thought this would be a 5-minuter :-) Lucian