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[5e Shaped] v2.2.11 Class Features

1457970725

Edited 1458769416
Kryx
Pro
Sheet Author
API Scripter
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 2.2.11 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. Nice to have: Chat macros for Attacks, Actions, and Spells Conditions. see&nbsp; <a href="https://app.roll20.net/forum/permalink/3124285/" rel="nofollow">https://app.roll20.net/forum/permalink/3124285/</a> Secondary inventory toggles. see&nbsp; <a href="https://app.roll20.net/forum/permalink/3106881/" rel="nofollow">https://app.roll20.net/forum/permalink/3106881/</a> Warlock automatically cast at higher level. 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. Parse translated words for spell filtering (Can you give me a full list here, Alzam?) Attachers for melee, ranged, and other. NPC Automatically calculate challenge rating based on hp, damage per round, etc. Spell Point values customizable Elemental Adept Pre-populate class stuff even after the first one (watch specifically for class change) Madness 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:&nbsp; 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 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 2.1.15 Added Monk Ki Added Fighter Action Surge Added a "display_text" field for traits. What was in freetext was copied here for existing characters. This field is now used for showing on presentation mode for PCs and NPCs Added "uses" and "uses_max" to the roll template. Started using it for HD and some class features. 2.1.16 Lay on Hands now triggers off Paladin as expected Fixed hide info for NPC attack and damage. Fix stylish css as below: .sheet-gm-info-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-block { &nbsp; display: block !important; } .sheet-gm-info-inline-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-inline-block { &nbsp; display: inline-block !important; } .sheet-gm-info-flex, .sheet-rolltemplate-5eDefault .sheet-gm-info-flex { &nbsp; display: flex !important; } 2.1.17 Clean up class features - add more for fighter and paladin. Still a large work in progress AC and HP capitalized 2.2.0 Internal change to switch to ES6 instead of ES5. Huge change so there may be bugs as a result - hence the version. Added a catch to a function to watch for an error for roll20. Should fix some cases of removing repeating fields. Though it seems you have to add a name to armor/spells before removing the last item.. not sure why. 2.2.1 Ability Score Bonus and Ability Check bonus moved to the core page under each ability Edit button is much bigger for PCs now Tabs now recede a bit into to header so they take up less room. 2.2.2 Resources will now be a repeating section labeled "Class Features" which will contain all Class Features. Sheet Workers will be setup to auto populate this repeating section with items such as "Sneak Attack" or "Divine Smite" at the appropriate levels. This section will be expanded to handle other situations like damage. Small fixes to ability check bonuses Added ability check and score bonuses to NPCs and made some styling changes for PCs. Fixed Generate skills from the ES6 bug "Class & Levels" in the header no longer wrap Removed negative margin on the bottom of the header as a result of the wrapping. AC and HP are capitalized 2.2.3 Ammo has been removed from each individual attack. It now exists below attacks. In the future I'll be adding a way to tie these together to show the ammo in the roll template and to automatically reduce an ammo field when it has been clicked from attacks. Renamed "Resources" to "Class Features" and ported over all old resources to it. I will add damage and some other things here so that it can handle things like "Sneak Attack" and "Divine Smite". These class features will be added automatically via sheetworkers at certain level intervals. Added an edit mode button in the footer to help users avoid scrolling all the way to the top Armor, Equipment, Initiative, speed, HP, and temp HP all cleaned up to work better with edit mode Removed the settings cog on Armor and Equipment items. To turn on uses you must now enter edit mode. Added the hide gm info on traits. Spellcasting level is not properly set for cantrips for creatures with a specified spellcasting level Moved freeform to the end of macros for Vanakoji 2.2.4 Spell slots now correctly generate based on class levels Ability check bonuses are fixed to correctly apply. Initiative bonus is fixed to correctly apply. Cleaned up update levels to prevent some erroring state (still working with roll20 to fix this fully) Removed notes like armor type when clicking armor items Added HD used to the title when rolling HP Hopefully fixed scrollbar issue for equipment 2.2.5 Cleaned up skills and abilities UI to work for firefox Fixed cantrip damage fix to correctly only apply to NPCs with the spellcasting trait Parenthesis are now in the html and use flexbox so they work on all browsers. (the code here was old and I never updated it) Ammo weight is now calculated (use edit mode to set the weight of each ammo) Added uses to all items on the equipment page (including attacks - also on core) Removed gray from ammo names Adjusted heal query next to the plus 2.2.6 Ammo is setup to be linked to the repeating ammo fields. To use it you type in the name of the ammo (case sensitive). If all goes well you now use that ammo when clicking the button. I may be able to put in an error if it doesn't go well, but it would be difficult. Attacks and equipment now output uses to the correct place on roll templates Class Features now have Damage and heal has been updated to include bonus and be driven by sheetworkers. Sorcery Points and Warlock Spell Points automatically set to Class Features at the appropriate level when updating levels. More will be added now that I have the model down. The only problem I have here is the inability to delete an item from a repeating field. :( "extras_toggle" previously had a typo and was named "extas_toggle". I have renamed it and I go through every attack, action, and spell to ensure it stays toggled as before. Removed max-height on equipment and traits on the core page. Skill proficiencies now take up slightly less space on the core page Initiative and speed are slightly less wide on the core page 2.2.7 Setup automatically adding class features. This has been completed for Barbarian which adds 2 class features and the rest to traits. I think this works really well and if you guys agree I'll work on the other classes as well. Currently working: Barbarian (everything), Sorcery Points, Warlock Spell Slots. Added a cog toggle to traits so not every one shows on edit mode Attacks, Spells, and Traits only show the cog toggle on edit mode Implemented a temporary fix to prevent red boxes for classes and to allow deleting of erroring classes. This mean that hd and spellcasting do not auto populate until there is a level set. I'm still in communication with Roll20 to resolve this issue without this temporary fix. 2.2.8 Setup translations for javascript which propagates from the normal json. It's setup to translate skills and class features so far. Added Bard Class Features Ammo can now drop from the compendium Ammo now correctly outputs the name (instead of "ammo") when it is linked Less visual spacing between each trait (2px instead of 5) Actions now have a cog toggle and only show the cog toggle on edit mode 2.2.9 Fixed Bardic Inspiration and Song of Rest. Class Features also fixed to update when either a level changes or an ability modifier changes. Uses is now set for class features if uses_max is passed and no uses exists. Cleric, Druid, Fighter, and Monk have had their class features added. 2.2.10 Added Paladin, Rogue, and Sorcerer Class Features. Sorcerer metamagic options are toggled on the character page (toggling them off won't delete them from repeating, you'll have to manually do so). 2.2.11 Fixed attacks vs AC to only work on attacks. Added Warlock and Wizard to Class Features auto-population. Invocations are not covered (not sure if they should be - they could be considered like metamagic maybe). Sorcerer Metamagic toggles only show if you have sorcerer levels Don't toggle "extras" when adding class features if it has been untoggled. Cleaned up all old manual class features. Spell damage reenabling <a href="https://embed.gyazo.com/4ad70678769ad549e6413d787ca7ca07.gif" rel="nofollow">https://embed.gyazo.com/4ad70678769ad549e6413d787ca7ca07.gif</a> Removing last armor/spell bug <a href="https://github.com/mlenser/roll20-character-sheets/issues/54" rel="nofollow">https://github.com/mlenser/roll20-character-sheets/issues/54</a> Cleaned up JS involved with handling class changes to be significantly less laggy and not require the hack from before. 2.2.11 has been pushed to Roll20. If they do not push for a few days I'll update this post. Once this version goes live I'll update a new post with that in-progress version.
Ammo usage is working weirdly. I put in 20 ammo called "Arrows", and then check the weapon to use "Arrows" for the ammo. When I click the weapon to make the attack, it correctly outputs "19 Arrows", but the amount of ammo is not decreased on the sheet. Any subsequent uses of the attack all say "19 Arrows" as well.
1457982476
Kryx
Pro
Sheet Author
API Scripter
Ammo auto usage requires API. Until Lucian hooks that part in it won't update the field. Wait to use the auto use feature until that is done.
This must be a real labor of love you you, happy to see the progress
Kryx said: Ammo auto usage requires API. Until Lucian hooks that part in it won't update the field. Wait to use the auto use feature until that is done. Gah! What a tease! I'm so excited for this functionality. Everything you have done here is amazing. Thank you so much for this.
I'm probably being dumb here but -- how can I generate NPCs from the templates with the new sheet? Specifically, I'm running Princes of the Apocalypse and, for instance, want to create a Fathomer with all the spells auto generated. &nbsp;Can that be done now or do I need to use the deprecated version until the importer is updated.
1457988728
Kryx
Pro
Sheet Author
API Scripter
Currently the only option for this version is to either drag & drop from the compendium or type it in manually. See&nbsp;<a href="https://app.roll20.net/forum/post/3052131/script-5e-shaped-support-script" rel="nofollow">https://app.roll20.net/forum/post/3052131/script-5e-shaped-support-script</a> for updates on Lucian's process of implementing an importer for this new sheet.
Ah blast! &nbsp;looks like there is no way to go back to the old sheet in the mean time... oh well! &nbsp;Thanks.
Daniel S. said: Ah blast! &nbsp;looks like there is no way to go back to the old sheet in the mean time... oh well! &nbsp;Thanks. As a pro user you can use a custom sheet and pull the code directly from github, I believe that using the html and css from here would work: <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>...
Kevin said: Daniel S. said: Ah blast! &nbsp;looks like there is no way to go back to the old sheet in the mean time... oh well! &nbsp;Thanks. As a pro user you can use a custom sheet and pull the code directly from github, I believe that using the html and css from here would work: <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... You just saved my session tonight :D
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Since this is my first post to the Shaped threads... Fantastic work Kryx! I for one am in awe at the dedication and skill you are showing. I have an attacher question... for an attack attacher I can get it working fine if I only enter enter values in the freeform box. However if I add anything to the attacher freetext box then I get some semi-parsed text and a duplicate appearing in the chat output (using the manual html and css from github). As a specific example, I set-up an attacher with: Label = "Rage" Freeform = "Add 2 damage to melee attacks if raging" Works fine. If I add "Aaaaaargh" to the freetext box in addition to this the output shows: First line =&nbsp;Rage. Aaaaaargh (with the Rage. part bolded) Second line =&nbsp;{Rage=Aaaaaargh and the "Add 2 damage...." piece is absent. Am I doing something silly here out of ignorance or is this a bug?
Francesco said: Since this is my first post to the Shaped threads... Fantastic work Kryx! I for one am in awe at the dedication and skill you are showing. I have an attacher question... for an attack attacher I can get it working fine if I only enter enter values in the freeform box. However if I add anything to the attacher freetext box then I get some semi-parsed text and a duplicate appearing in the chat output (using the manual html and css from github). As a specific example, I set-up an attacher with: Label = "Rage" Freeform = "Add 2 damage to melee attacks if raging" Works fine. If I add "Aaaaaargh" to the freetext box in addition to this the output shows: First line =&nbsp;Rage. Aaaaaargh (with the Rage. part bolded) Second line =&nbsp;{Rage=Aaaaaargh and the "Add 2 damage...." piece is absent. Am I doing something silly here out of ignorance or is this a bug? Something seems off here as freeform should not output anything if you are just using text. First check the version as that may be an issue. Second is there anything else strange? Below I set it up as said with no issue Which makes an attack look like&nbsp;
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Hello, thanks for making this sheet, I'm trying to figure out how to use it for some of my needs and having trouble, but other things are going more smoothly than the OGL By Roll20 sheet. &nbsp;I think I am going to stick with yours, it's really nice in a lot of ways. &nbsp;But I'm having trouble with the Roll Template feature. It doesn't seem as if my game recognizes "5eDefault" as a valid template? I copied this directly from the Wiki at&nbsp; <a href="https://wiki.roll20.net/DnD5e_Shaped_Character_She" rel="nofollow">https://wiki.roll20.net/DnD5e_Shaped_Character_She</a>... &{template:5eDefault} {{character_name=@{character_name}}} {{title=grey banner}} {{subheader=subheader}} {{subheaderright=right}} {{subheader2=subheader 2}} {{subheaderright2=right}} {{targetName=target}} {{emote=this is the emote}} {{freetextname=freetext name}} {{freetext=this is a the freetext output}} {{rollname=roll}} {{roll=[[d20]]}} {{rolladv=[[d20]]}} It doesn't work at all. &nbsp;It literally results in 2 dice rolling and absolutely nothing going into the chat window. &nbsp;What am I doing wrong? Edit: Oh, and by the way, I replaced @{character_name} with @{selected|token_name} and also put this in a macro and I did have a token selected when I tried to run it.
Callahan09 said: It doesn't seem as if my game recognizes "5eDefault" as a valid template? The wiki is currently out of date (the entry is for the old Shaped sheet, before repeating sections were added). However, the roll template syntax is available here (Documented by Vanakoji ):&nbsp;<a href="https://docs.google.com/document/d/1sBdHp-7xDhYWt4LSfqZYz_oQUSp2dKufAOMNxlITsco/edit" rel="nofollow">https://docs.google.com/document/d/1sBdHp-7xDhYWt4LSfqZYz_oQUSp2dKufAOMNxlITsco/edit</a>
Not a whole lot of time, but here are the things I have noticed. - Add a class entry that you want to be barbarian. Setting the level does not update meaning you have to select another class then go back to barbarian meaning you have to change things like HD back to what they should be. - (Minor) Setting a class to one thing, setting the level and changing the class enters the new class fields twice. (Add class, set to druid, set to level 11. Set that to fighter, the fighter entries are now put in twice) - Paladin Improved divine smite in features and traits has a damage field that just "rolls" 8. - Monk Unarmored movement never goes past 15ft. - (Minor) setting a class to a higher level adds features in traits in a different order (make a new sheet, set the class to monk and set the level to 20 in one go. Extra attack seems to be the first entered) - (Minor) Barbarian rage damage put in rage description perhaps? - (Minor) Should cleric have their destroy undead listed? - Since having a static DC for saves is a hack, a barbarians relentless rage DC is easy to break. - Sorcerer gets flexible casting twice (first one at level 2, second gets added at 3 it seems) - Warlock seems to be missing abilities. (mystic arcanum, eldritch master, maybe pact boon) - (Minor) Wizard arcane recovery use a calculated value in output text?
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You're going to need to excuse me asking this one, its probably a stupid question. On the spells page, some of the spells are outlined.&nbsp; I've worked this out as being spells outside of allowance (I think). As a 4th level Sorc, thats 5 cantrips, 4 1st level, and 3 2nd level. (with a total known spells excluding cantrips of 5) However, the last two spells are showing as outside of allowance? I'm not sure if I'm not understanding it correctly?&nbsp; (Quick edit) I forgot to say how bloody amazing the new sheet is... huge thanks on that one.
1458046722
Kryx
Pro
Sheet Author
API Scripter
@Vanakoji: currently dealing with merge issues. I'll look at your post when I have time. @Cas: Red box means that there are errors. Remove those spells and re-create them, though I'd be curious how they came about (a reproduction path).
Liam said: Callahan09 said: It doesn't seem as if my game recognizes "5eDefault" as a valid template? The wiki is currently out of date (the entry is for the old Shaped sheet, before repeating sections were added). However, the roll template syntax is available here (Documented by Vanakoji ):&nbsp; <a href="https://docs.google.com/document/d/1sBdHp-7xDhYWt4LSfqZYz_oQUSp2dKufAOMNxlITsco/edit" rel="nofollow">https://docs.google.com/document/d/1sBdHp-7xDhYWt4LSfqZYz_oQUSp2dKufAOMNxlITsco/edit</a> Thanks for the link, I really appreciate it! &nbsp;Hopefully this gets me back on track to setting up my macros for an upcoming game this weekend :)
1458049163
Kryx
Pro
Sheet Author
API Scripter
Out of curiosity: What macros are you setting up that the sheet currently doesn't cover?
Kryx said: Out of curiosity: What macros are you setting up that the sheet currently doesn't cover? Basically, I wanted to make everything into token actions so that my players can just click on their character (or I, as the GM, can click on my NPCs) and select their action from the token macro bar without having to open up the character sheet. We are all first-timers, I've never GM'd before and my players have never played before, so I'm going through the D&D 5e Starter Set Rulebook (we're going to be playing through The Lost Mine of Phandelver) and taking all the actions that it describes in the combat section and creating macros for them (Dash, Disengage, Dodge, Hide, etc.) so that we don't forget what our options are while playing, we can just look at the macro bar and select what we want to do. I really liked the template output when I click something in the character sheet and also for things like the attack action it uses some math that I didn't want to try to recreate and possibly use the wrong variables (attributes?) so the first part was that for player character's there are two abilities that I added (character sheet macros, I would call them, but I don't want to be confusing with my terms!): Attack-Melee is defined as "%{selected|repeating_attack_$0_attack}" and Attack-Ranged is defined as "%{selected|repeating_attack_$1_attack}" .... and I've got the same for NPCs, defined as "%{selected|repeating_action_$0_action}" and "%{selected|repeating_action_$1_action}". &nbsp;So that's working great, we can choose our attacks from the token macro bar! The next thing was I wanted to utilize similar looking template outputs for the other actions, so right now I started with the simplest ones (they don't require targets or dice rolls or any other kind of input). &nbsp;These are macros (not character abilities) that I set checked as Token Actions. &nbsp;Here's an example of one of them (called Dash): &{template:5e-shaped} {{title=Dash}} {{character_name=@{selected|token_name}}} @{selected|show_character_name} {{freetext=Speed is doubled until end of turn.}} And that, too, is now working great! &nbsp;I click "Dash" and it puts the ability use into the chat window looking beautiful with the template and includes the reminder text of what the ability actually does! &nbsp;So that'll be helpful for us. OK, so what else do I want to do that I haven't fully grokked yet? I haven't really delved too deeply into exploring how I can prompt the player for input with this. &nbsp;For instance, I've got this Help macro setup right now that does NOT utilize the output template, but I'd like to make it utilize it, I just haven't figure out how yet: **@{selected|token_name}** *helps* **@{target|ally|token_name}** ?{Task} (until @{selected|token_name}'s next turn, @{target|ally|token_name} gains advantage on the next roll they make to ?{Task}). So I click my character, I select Help from the token macro bar, and then I click on the character I want to help and I type into the prompt that pops up what action I want to help with, and it puts a little blurb about that help action into the chat window. &nbsp;This works as I want, but I'd love it to look awesome in the template like the other actions. Or I've got this in a macro called Hide: **@{selected|token_name}** attempts to *hide*. %{selected|repeating_skill_$16_skill} So it puts out a blurb about the character using its Hide ability, then rolls a Stealth skill check. &nbsp;The skill check works great, but how can I make this whole thing appear in a template output with a title of "Hide" and then in the body of the output it also does this same stealth check? So there is a level of complexity I haven't figured out yet... I'm a quick learner and I can usually put concepts together and figure out how to go forward on my own once I see a working sample of something, so if you are so inclined I'd greatly appreciate any help in putting these macros together and I should be able to figure out how to make the variants myself for other macros I wanted to make. Oh, and there was one other thing I tried, but couldn't get it to work. &nbsp;Before I had utilized the output template to make the abilities that require no input (Dash, Disengage, Dodge), I had created a single macro called Other-Actions that prompted a dropdown selection where you pick one of those 3 abilities, then it makes the output: ?{Action |Dash, **@{selected|token_name}** *dashes* (speed is doubled until end of turn). |Disengage, **@{selected|token_name}** *disengages* (movement doesn’t provoke opportunity attacks for the rest of the turn). |Dodge, **@{selected|token_name}** *dodges* (until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage). } It works, but I vastly prefer the template output appearance. &nbsp;I tried to adapt it so that my new templated versions of those 3 actions were included in the dropdown selection, but it wasn't working. &nbsp;I tried replacing the characters with the codes as indicated in the wiki somewhere, but no luck. &nbsp;Here's one of my failed attempts: ?{Action |Dash, &{template:5e-shaped} {{title=Dash&#125;&#125; {{character_name=@{selected|token_name}&#125;&#125; @{selected|show_character_name} {{freetext=Speed is doubled until end of turn.&#125;&#125; |Disengage, Disengage} } (For troubleshooting, I didn't actually put any of the markup in the Disengage action's result, I just needed to get one of the options working, then I would know how to get the 2nd and 3rd working... but I never was able to get the first one working!) So I didn't replace the } character in the calls, like @{selected|token_name} for instance, because I thought I'd read that they aren't supposed to be replaced. &nbsp;All the others I replaced. &nbsp;I wasn't sure what to do with the &{template:5e-shaped} section, I tried it as you see it above, and with replacing the } and also replacing the & with &amp; &nbsp;None of those variations worked. Is this possible to do? &nbsp;Here's what I would want to get working if it was possible, with no character replaced: ?{Action |Dash, &{template:5e-shaped} {{title=Dash}} {{character_name=@{selected|token_name}}} @{selected|show_character_name} {{freetext=Speed is doubled until end of turn.}} |Disengage, &{template:5e-shaped} {{title=Disengage}} {{character_name=@{selected|token_name}}} @{selected|show_character_name} {{freetext=Movement doesn't provoke opportunity attacks for the rest of the turn.}} |Dodge, &{template:5e-shaped} {{title=Dodge}} {{character_name=@{selected|token_name}}} @{selected|show_character_name} {{freetext=Until the start of your next turn, any attack roll made against you has disadvantage if you can see the attacker, and you make Dexterity saving throws with advantage.}} } Is this possible? And if so, is it possible to put the Attack action, for instance, into a dropdown? &nbsp;Where instead of 2 abilities as I have now, Attack-Melee and Attack-Ranged, I just have a single Attack ability and then a dropdown that lets me choose Melee or Ranged, then it runs the attack/action from the character sheet based on the selected choice? &nbsp;I already tried this as well, like this, and it didn't work either: ?{Attack Type |Melee,&nbsp;%{selected|repeating_attack_$0_attack} |Ranged,&nbsp;%{selected|repeating_attack_$1_attack} } Sorry for this post turning into a million examples and questions of what I'm trying to do, but any help towards getting this set up for a beautiful and user-intuitive presentation for me and my newbie players to be able to play our game with, would be so awesome! &nbsp;We aren't familiar enough with the actual rules of the game to remember all of our options available to us and what they do, so if I can get all these macros set up then playing the game will become a trivial part of the process and we can just enjoy the role-playing :)
1458055844
Kryx
Pro
Sheet Author
API Scripter
Callahan09 said: Or I've got this in a macro called Hide: **@{selected|token_name}** attempts to *hide*. %{selected|repeating_skill_$16_skill} So it puts out a blurb about the character using its Hide ability, then rolls a Stealth skill check. &nbsp;The skill check works great, but how can I make this whole thing appear in a template output with a title of "Hide" and then in the body of the output it also does this same stealth check? Why not just use a stealth check? You can toggle on character name in the settings if you want. Using queries with roll templates is incredibly challenging - no suggestions there as it is largely trial and error. Attack actions from a query dropdown would have to be done by the sheet (just like skills and saves). I plan on doing it eventually, but it's a fair amount of work. Other stuff is up to you, though it would be nice to include dodge/dash/disengage/etc on the sheet itself. I'd suggest opening up a different thread in the "Specific Use" forum to work on special macros.
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Any plans to include blind rolling as an option on the character sheet? Whisper to the GM still allows players to see their own messages, just stops everyone else seeing, but as far as I know there's no way for the player to blind roll unless the GM rolls for them. Edit: Blind rolling is normally used in situations like a perception or stealth check where the player not knowing how well they did benefits to stop metagaming etc
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Edited 1458059085
Kryx
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Sheet Author
API Scripter
The GM clicking it while it is in whisper to gm is the only way to blind roll. More than that I don't think is technically possible. Per the rules you only roll when the player is actively searching. Otherwise you use passive skills. I'd suggest following that model. If you have metagame issues I suggest talking to your players.
I'm wondering how to solve an issue with the equipment weight and encumbrance. Currently it is a binary value whether you carry it or not. But sometimes it is a bit tedious to determine whether a character is actually carrying an item or not at a specific time. Example with a Hammer - you could argue that a player owning a hammer would keep it on his horse or at the inn when not using it. Or you could argue that he would carry it around in his backpack. Or that he always have it in his belt. For the PC it would be most convenient to always have it near when needed and never carry it besides that due encumbrance - but that seems wrong. Having players tick items&nbsp;on/off during an adventure seems tedious. Again with the hammer example: PC rides, see a house, dismount to investigate, climb the roof, discovers a nail is loose and decides to hammer it - where is the hammer? The old shaped sheet had equipment divided into 4 sections - you could actually use that to structure your gear in 4 categories - like Always, Backpack, Saddle bags, Stash - and then quickly tick on/off if you wanted to check for encumbrance. I'm not suggesting for the 4 inventory tabs to return, but I would personally love something else. Ideally if you could just drag and drop sort the inventory in priority of what you wanted on you - then dropping x amount of gear would be super fast - but that isn't technically possible yet afaik. If instead of carried tickmark, it was a dropdown menu where you could specify the categories yourself in prioritized order - and then under Weight you could select to calculate all weight for one category and higher. I can see this not being simple, however - and also coins, weapons and armor being a beast on its own here. I guess the quick fix is just to be generous with Bags of Holding? Any other suggestions?
1458060119

Edited 1458060313
Vanakoji
KS Backer
@ Callahan09 I do a bit of odd hacking here so I will go over what I can but remember hacks are not always the most reliable. Hide Not 100% on what you want here for the body but title to hide is easy. The hacking here is field overwriting. **@{selected|token_name}** attempts to *hide*. %{selected|repeating_skill_$16_skill} {{title=Hide}} You can even put the text into the template with something like %{selected|repeating_skill_$16_skill} {{title=Hide}} {{text_top=**@{selected|token_name}** attempts to *hide*.}} Dash, Disengage, Dodge Here is a quick and dirty version to show the idea. Anytime queries come up though it gets annoying. &{template:5e-shaped} {{character_name=@{selected|token_name}}} @{selected|show_character_name}&nbsp;?{Action|Dash, {{title=Dash&amp;#125;&amp;#125; {{freetext= *dashes* (speed is doubled until the end of turn)&amp;#125;&amp;#125;|Disengage, {{title=Disengage&amp;#125;&amp;#125; {{freetext= disengage&amp;#125;&amp;#125; }} You can add more options but anything in the query has to use character replacment in place of }} or | if used elsewhere. See&nbsp; <a href="https://wiki.roll20.net/Macros#Advanced_Usage_for_" rel="nofollow">https://wiki.roll20.net/Macros#Advanced_Usage_for_</a>... Attacks There isn't a nice way for this one that I know, there are other options though.&nbsp; 1) Buttons &{template:5e-shaped} {{title=Attacks}} {{text_top= [Attack1](~selected|repeating_attack_$0_attack) [Attack2](~selected|repeating_attack_$1_attack)}} Replacing "Attack1, Attack2 etc" with the name of the attack or 2) Individual token actions. This is what I do with my NPC template that has everything without opening a character sheet for NPCs (note a tiny but of work, but no API with my template). Just create a new ability, name it to the attack name and make it reference the sheet roll. Hope this helps some as I sort of went over this quick as I don't have much time for more deatailed look at what you are doing.
1458060759
Kryx
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Sheet Author
API Scripter
@Gediablo: What you're suggesting is basically creating a "secondary" &nbsp;column that can be ticked or not ticked and then a select item that can choose between carried or carried + secondary for weight purposes. Good idea and it's technically possible. I will add it to my TODO. On the old functionality: it was just 4 tabs. You can achieve the exact same behavior now by grouping items together and toggling them on/off (keep in mind the new feature of being able to manually rearrange repeating items).
1458063008

Edited 1458063038
Kryx said: The GM clicking it while it is in whisper to gm is the only way to blind roll. More than that I don't think is technically possible. Per the rules you only roll when the player is actively searching. Otherwise you use passive skills. I'd suggest following that model. If you have metagame issues I suggest talking to your players. <a href="https://app.roll20.net/forum/post/430878/hide-play" rel="nofollow">https://app.roll20.net/forum/post/430878/hide-play</a>... I saw a few other posts about it though they are quite old now and it seems that it is technically possible with the API. Of course you'd have to manually type the roll with the example I gave which is why I'm asking here rather than using that. It's far easier if there was another setting beside whisper to GM which was blind rolls or something similar. Uh I'm pretty sure the rules players roll their stealth and it's passive perception of the people searching for them. And if players are searching for something yeah then perception is rolled. It is impossible to stop players learning information from rolls. If you roll an attack and see that it hits on a 14 and misses on a 13 then you cannot avoid learning that the AC of your target is 14. Nonetheless I would enjoy playing a game where the only information is the GM's description and others have expressed interest in the same.
1458063780
Kryx
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API Scripter
There is no built in feature for what you ask. The only way that I know of is API. Re Passive skills: You use them when a player doesn't actively search. I was thinking you wanted to do that, but your edit specifically focuses on metagaming. Re Metagaming: D&D is and always has been a game of rolling dice. In that game players have always been able to see the results. Removing that would impact the game for many players. Though as you say some agree with you. Unfortunately I cannot provide such an option from a technical perspective.
Kryx said: Callahan09 said: Or I've got this in a macro called Hide: **@{selected|token_name}** attempts to *hide*. %{selected|repeating_skill_$16_skill} So it puts out a blurb about the character using its Hide ability, then rolls a Stealth skill check. &nbsp;The skill check works great, but how can I make this whole thing appear in a template output with a title of "Hide" and then in the body of the output it also does this same stealth check? Why not just use a stealth check? You can toggle on character name in the settings if you want. Using queries with roll templates is incredibly challenging - no suggestions there as it is largely trial and error. Attack actions from a query dropdown would have to be done by the sheet (just like skills and saves). I plan on doing it eventually, but it's a fair amount of work. Other stuff is up to you, though it would be nice to include dodge/dash/disengage/etc on the sheet itself. I'd suggest opening up a different thread in the "Specific Use" forum to work on special macros. Hi Kryx and thanks again for your response! You are super amazing and helpful. Just to address one bit of what you said, I'm assuming that by "why not just a stealth check" you mean why not just click on the Stealth check button on the character sheet? The reason for all the macros I'm trying to put together is also to eliminate the need to have the character sheet open to do most things, because some of us are going to be playing on small/weak netbooks that it's kind of tough to toggle between the tabletop and the character sheet so we wanted to be able to leave as much on the tabletop without having to use the character sheet for actual interaction as we could. Getting it into a nice bannered "Hide" action template is just for aesthetics because my players and I would appreciate everything looking as tidy and clear as possible. But you're certainly right that it's not essential. More so, I just thought that if I could get that simple example working, then I could do other things that are a little more complicated rooted off of that concept.
1458065249
Kryx
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Sheet Author
API Scripter
You can reference a skill by using a token action. It just seems you're trying to rename "stealth" to "hide" and if so then you can do so (because it is a repeating section). Using "%{selected|repeating_skill_$16_skill}" will work by itself.
1458065562

Edited 1458065866
Vanakoji said: @ Callahan09 I do a bit of odd hacking here so I will go over what I can but remember hacks are not always the most reliable. Hide Not 100% on what you want here for the body but title to hide is easy. The hacking here is field overwriting. **@{selected|token_name}** attempts to *hide*. %{selected|repeating_skill_$16_skill} {{title=Hide}} You can even put the text into the template with something like %{selected|repeating_skill_$16_skill} {{title=Hide}} {{text_top=**@{selected|token_name}** attempts to *hide*.}} Dash, Disengage, Dodge Here is a quick and dirty version to show the idea. Anytime queries come up though it gets annoying. &{template:5e-shaped} {{character_name=@{selected|token_name}}} @{selected|show_character_name}&nbsp;?{Action|Dash, {{title=Dash}} {{freetext= *dashes* (speed is doubled until the end of turn)}}|Disengage, {{title=Disengage}} {{freetext= disengage}} }} You can add more options but anything in the query has to use character replacment in place of }} or | if used elsewhere. See&nbsp; <a href="https://wiki.roll20.net/Macros#Advanced_Usage_for_" rel="nofollow">https://wiki.roll20.net/Macros#Advanced_Usage_for_</a>... Attacks There isn't a nice way for this one that I know, there are other options though.&nbsp; 1) Buttons &{template:5e-shaped} {{title=Attacks}} {{text_top= [Attack1](~selected|repeating_attack_$0_attack) [Attack2](~selected|repeating_attack_$1_attack)}} Replacing "Attack1, Attack2 etc" with the name of the attack or 2) Individual token actions. This is what I do with my NPC template that has everything without opening a character sheet for NPCs (note a tiny but of work, but no API with my template). Just create a new ability, name it to the attack name and make it reference the sheet roll. Hope this helps some as I sort of went over this quick as I don't have much time for more deatailed look at what you are doing. Hi! &nbsp;Thank you so much for trying to help me out here! I'm having trouble with the first of your suggestions, unfortunately. &nbsp;I haven't moved on to the others yet because I couldn't get the first to work. I created a macro with the exact text as follows: %{selected|repeating_skill_$16_skill} {{title=Hide}} {{text_top=**@{selected|token_name}** attempts to *hide*.}} And this is the result in the chat window: The dice don't even roll, actually, and in fact it seems to completely break the interface requiring me to restart the game. &nbsp;After running the macro once, every time I type into the chat window, it re-runs the macro, rather than submitting whatever it is that I typed. Any help with what the heck is going on with this? &nbsp;What exactly am I supposed to do to make this work? &nbsp;I also tried adding the &{template:5e-shaped} to the the beginning of the macro, but that makes things worse, not better (it totally freezes the chat window and from that point forward nothing I type gets submitted at all). EDIT: &nbsp;Oh boy, this is bad. &nbsp;It seems to have completely broken my game. &nbsp;Like, TOTALLY. &nbsp;I'm very worried now, can someone help me out here with this? &nbsp;I've even exited the game using the gear menu and clicking "Exit", then closed my browser and re-joined the game, and the interface is still COMPLETELY borked. &nbsp;I can't type anything into the chat window at all, and no macros are working. &nbsp;I can't even roll dice using the dice roller. &nbsp;The entire interface is totally and completely broken.
1458066041

Edited 1458066109
Kryx
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Sheet Author
API Scripter
Also keep in mind that all saving throws and ability checks exist as pre-defined macros on the settings page. You can reference those macros in token actions. %{NAME|ability_checks_macro} or %{NAME|ability_checks_query_macro} and ${NAME|saving_throw_macro} or %{NAME|saving_throw_query_macro} So you wouldn't need to use your "hide" thing anyways. EDIT: Callahan: Clear your campaign chat and the issue will go away.
Kryx said: Also keep in mind that all saving throws and ability checks exist as pre-defined macros on the settings page. You can reference those macros in token actions. %{NAME|ability_checks_macro} or %{NAME|ability_checks_query_macro} and ${NAME|saving_throw_macro} or %{NAME|saving_throw_query_macro} So you wouldn't need to use your "hide" thing anyways. EDIT: Callahan: Clear your campaign chat and the issue will go away. OK, I wasn't sure what you meant by clearing campaign chat because within the game I went to the gear menu and cleared the current chat, but that didn't fix it, so I exited the game and went to the settings and cleared the chat archive, and this seems to have got me back up and running, so hopefully that's what you meant by clearing campaign chat :) &nbsp;Either way, it seems to have worked, so I'm happy, and the chat archive wasn't important anyway because it's all just testing stuff for getting used to the interface and setting up my characters and macros. &nbsp;Thanks again.
The ability_checks_macro and ability_checks_query_macro buttons are currently not functional. &nbsp;I am guessing that the sheetworkers are not populating the @{ability_checks_macro_var}, if I understand how it work.
Kryx said: @Cas: Red box means that there are errors. Remove those spells and re-create them, though I'd be curious how they came about (a reproduction path). Thats just weird. I think what had happened, was that I imported the spell before setting Charisma as the casting stat.all is well now....
Kevin said: The ability_checks_macro and ability_checks_query_macro buttons are currently not functional. &nbsp;I am guessing that the sheetworkers are not populating the @{ability_checks_macro_var}, if I understand how it work. I just noticed the same thing. The saves worked for me, but I only get the Title "Ability Check" and nothing with it...
@Vanakoji - Thanks for the response, the hint that it was likely user error let me experiment a little and figure it out. It was occurring when I had&nbsp;@{attacher_attack} in the freetext box, as soon as I moved it to freeform box it works as expected. Thanks again.
@ Callahan09 I am not sure what is going on here tbh. They are "hacks" to make it work but it shouldn't do that. Maybe try a test game out and try and get it working as all I can say atm is the macros with the output %{selected|repeating_skill_$16_skill} {{title=Hide}} {{text_top=**@{selected|token_name}** attempts to *hide*.}} A help macro like you were trying &{template:5e-shaped} {{character_name=@{selected|token_name}}} @{selected|show_character_name} {{title=Help}} {{text_top=**@{selected|token_name}** *helps* **@{target|ally|token_name}** ?{Task} (until @{selected|token_name}'s next turn, @{target|ally|token_name} gains advantage on the next roll they make to ?{Task}).}} A full dash, disengage, dodge &{template:5e-shaped} {{character_name=@{selected|token_name}}} @{selected|show_character_name} ?{Action|Dash, {{title=Dash&amp;#125;&amp;#125; {{freetext= **@{selected|token_name}** *dashes* (speed is doubled until the end of turn)&amp;#125;&amp;#125;|Disengage, {{title=Disengage&amp;#125;&amp;#125; {{freetext= **@{selected|token_name}** *disengages* (movement doesn’t provoke opportunity attacks for the rest of the turn).&amp;#125;&amp;#125;|Dodge,{{title=Dodge&amp;#125;&amp;#125; {{freetext= **@{selected|token_name}** *dodges* (until the start of your next turn any attack roll made against you has disadvantage if you can see the attacker and you make Dexterity saving throws with advantage)&amp;#125;&amp;#125; } I am unsure as to what caused the chat issue before, I have had it happen myself a few times but that was testing random hacks that you really shouldn't be doing in the first place, not with something like this.
1458082318
Kryx
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Sheet Author
API Scripter
@Vanakoji I've addressed all the issues you brought up except the following: Extra attack is added first always due to several classes getting it. I must see if any of them have it or if fighter has it and then set the number of attacks. I can't do it in the normal order in the way I have it setup currently. Cleric's Destroy Undead is captured in their Turn Undead feature as they level so it is not added as a separate feature. I do this in several places Relentless rage will can be turned off. It's parsed by traits after it's entered and I'd have to specifically prevent that. This one sucks... 2.2.12 Barbarian now works without switching classes Classes now always auto-populate HD and spellcasting when the class name is changed. Proficiency Bonus wasn't being set, this is fixed. Ability check macros are now fixed Unarmored Movement now correctly scales Rage damage added to the description of rage Added Warlock Mystic Arcanum and Eldritch Master Show Wizard level on Arcane Recovery German Translations updated (not for class features) Paladin Improved divine smite somewhat improved (does d8, but still puts 8 as a bonus - need to fix the parsing here, but people shouldn't click this one much anyways) Fixed Metamagic to actually show instead of Flexible Casting twice Fixed Primeval awareness description I'm going to let another day of bug testing or two go by before pushing to roll20 again. Which means early next week before public is most likely.
1458082418
Kryx
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Sheet Author
API Scripter
FYI I highly recommend against using Vanakoji's hide hack. It may work now, but who knows in the future. I can add some macros to the sheet for dash, dodge, disengage, help, etc.
1458094476

Edited 1458094613
Kryx said: FYI I highly recommend against using Vanakoji's hide hack. It may work now, but who knows in the future. I can add some macros to the sheet for dash, dodge, disengage, help, etc. Darn :( I'm going to use it until it doesn't work anyway, because I've already implemented it and I'm really liking the way it works/looks. &nbsp;Is there any way you could explain in some kind of layman's terms what about might not work in the future? &nbsp;Is it that you're planning to remove the ability override the variables for the template? &nbsp;Or is it that the syntax for overwriting will change? In which case, might you be able to keep at least some syntax for doing so, even if it does end up changing to something different? &nbsp;Or, I guess it could be that the variable names themselves (text_top, title, etc.) will change? &nbsp;Just curious what about/why it might not work in the future, because I'm loving this functionality and want to use it in a whole bunch of different macros right now. &nbsp;OR, might you at least make something in the future to throw a skill check into a template, something like {{skill_check=stealth}} and it'll run a stealth skill check and insert the dice rolls + math of the specific check at that line in the template (that's just an example of what would be intuitive to me personally)?
I'm only seeing sneak attack, and paladin smite for class features, and no others.&nbsp;
1458118486

Edited 1458118583
Kryx
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FYI I forgot to push 2.2.12. :( I'll push it tonight. @Matt: Check your version. 2.2.X has not been pushed to public users yet. @Callahan: Rolling ability checks as 1 token action is already covered by the sheet. See the macros on the bottom of the settings page. What you do beyond that is your choice, but the sheet makes no guarantees that custom syntaxes like above will continue working. For the future: Please discuss all custom macros in a different thread . If you want the sheet to change existing provided macros or to incorporate new macros (like dash/dodge/disengage for example) then feel free to make a suggestion here.
Minor things noticed when looking so far - Paladin channel divinity has no uses (instead of 1/1) - Multiclass has no space between class names in Class and Level header Minor thought for static DC - While having an option on the stats drop down to no add prof to the roll may be an issue, if there was someway to subtract the prof from the DC it would make static saves more usable with messing up if a higher level is hit.
Not that it matters significantly, but just thinking from a logical design perspective, should things that USE channel divinity as a resource be located in traits instead of class features? &nbsp;Again I am fine with it how it is, but wondering if it makes more sense to separate the class feature resource (channel divinity) and the class traits that modify and/or use that class feature resource.
1458135307

Edited 1458135629
Kryx
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The current split puts anything that is usable into "Class Features" and passive stuff into "Traits". I think that works quite well.
Do the &nbsp;ability and save roll queries not take into account the advantage/disadvantage options and just roll 2 no matter what? &nbsp;that is the behavior I am seeing now.
1458139757
Kryx
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Sheet Author
API Scripter
Queries, as mentioned when they were created, do not adjust for the roll settings or attachers. If you use the save chat macros they work 100%. This is a limitation on Roll20's end.
1458147729

Edited 1458206030
Kryx
Pro
Sheet Author
API Scripter
2.2.13 Pushed 2.2.12 as mentioned above Paladin Channel Divinity now has 1 use Multiclass now has a comma and space separator. Relentless rage is no longer parsed by the traits parser as its DC actually changes and flat DCs aren't supported.
1458157608

Edited 1458157657
I'm working on actually setting up my characters now and I just had a question about inventory management... There are sections to add items under Attacks, Armor, and Equipment. &nbsp;In the Equipment tab there is a Weight calculation, which is categorized, and includes an additional category called "Misc". &nbsp;Is there anywhere I can actually add inventory items to this Misc section somewhere? I can't seem to find it, and it feels odd to have things like my rations, waterskin, tinderbox, etc. in the Equipment category (though it doesn't really bother me and I'm fine with it if that's the only way to accommodate my inventory, I was just curious if there is really a Misc category to add these items to or not).
Misc. does not directly correlate to a particular section of the sheet, it is purely an editable field. &nbsp;This would allow you to cover odd cases that you want to add the weight of something, but not necessarily put it in your inventory, such as "I am carrying my dead friend who weight X amount". Rations, waterskins, etc... are things that I place in the equipment section, and if the item is in a saddlebag or otherwise not on the person, then I list them, but uncheck them.