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[5e Shaped] 2.2.24+

1459412779

Edited 1459777365
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. 5e Shaped companion script Release 2.2.24 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. Auto populated Class Features which include things like Lay on Hands or Sneak Attack 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: Add a repeating section for regional effects and remove name from it & lair actions. Uses and restrictions for NPC spells Meters instead of feet Chat macros for Attacks, Actions, and Spells Conditions. see <a href="https://app.roll20.net/forum/permalink/3124285/" rel="nofollow">https://app.roll20.net/forum/permalink/3124285/</a> Secondary inventory toggles. see <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: 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. Previous Thread 2.2.19 Spells have been revamped. I now show the basic details and include a prepared button and a condense toggle. Spell slot bonuses can now be edited on the core page, the character page, or the spells page (with the ability to see all levels). I know the titles are all smushed - not sure exactly what to do there. Abilities now show the calculated score in presentation mode (so 14 strength score plus 2 bonus shows as 16) Features & Traits edit mode details are no longer smaller text Added an edit mode button in the nav for NPCs as well French translations for Class Features are now in (thanks Alzam!) Edit mode yellow is a bit less yellow now (25% transparency instead of 41%) Saving throws now appear above damage for Features & Traits 2.2.20 Ammo can now define how many pieces are used when clicking the macro. The API will update to match Added Death Saving Throw Proficiency Name and freetext will now update with the 10% difference rule for Class Features and Features & Traits Equipment tab now has a better edit mode (base ac and bonus hidden in presentation) Ability Check modifiers are now set on sheet creation Alignment now only capitalizes for NPCs as intended. Added Bard to the list of 9th level casters More French translations (Thanks Alzam!) Eldritch Master is swapped to a class feature Monk Unarmored defense added and sets the unarmored ability Changed the words on the roll template to be "Advantage" and "Disadvantage" instead of "advantaged" and "disadvantaged" Caster_level is exposed to be edited on the spells page for NPCs. 2.2.21 JS cleanup. Shouldn't affect the sheet, but it may. 2.2.22 Fixed sheetworkers for loops (issue pointed out by Kevin above). All should be good now. Added buttons on the right side of the navigation buttons to change between "Normal", "Advantage", and "Disadvantage" on the fly. Attachers now have a "crit" field that will have the message show up only if a crit occurs. There is a tooltip there which specified you must choose crit and at least 1 other category. Freeform can't be limited by this. Death Saving Throws proficient checkbox now styled correctly Sorc flexible casting now shows the correct number. 2.2.23 Generate skills now searches for skills in the list by the storage name when replacing so it won't mess up houserule skills as much if run Added qty and freetext for attacks on the equipment page Added Pact Boon for Warlock Divine Sense minimum 1 use Some French translations Gold now recalculates if you change the conversion settings on the settings page 2.2.24 Spell shows in the roll template (bug) Ammo is no longer checked by default Parsing action from Drag&Drop should no longer have issues for creatures like Kobolds.
One thing I've noticed (v2.2.20) is that, when adding spells whilst only looking at a specific level (e.g. filtered to 3rd level) the new spell doesn't appear. I presume this is because it autofills as a Cantrip? This means you have to add spells whilst looking at "All" which, for classes like Cleric and Druid, is a very long list. Is there any way that a new spell could autofill to the level you're currently looking at? Or is that beyond what can be detected?
1459431554
Kryx
Pro
Sheet Author
API Scripter
Filtering cannot be changed, no. The only option I could do is ignore filtering while in edit mode, but I doubt that to be desired.
Also, and this may simply be a bug/feature within roll20 that is unchangeable, when using 3D dice both the normal damage dice and the crit damage dice are all rolled, even if a crit isn't scored? Is this just due to how they work behind the scenes?
Kryx said: Filtering cannot be changed, no. The only option I could do is ignore filtering while in edit mode, but I doubt that to be desired. I agree. Perhaps another option would be a "Collapse all"/"Expand all" option for spell details whilst in edit mode? So that the list is at least reduced to names only without having to click all the gears? This would make it far easier to work on the "All" filter.
1459433826
Kryx
Pro
Sheet Author
API Scripter
@James there is no way to prevent those rolls from happening with 3D dice and yet happen with a roll template. If you would like this improved it'll have to be improved on Roll20's side. Many people don't use 3D dice for this reason. Gears are the way to condense spells in edit mode. They will retain their state if you switch edit mode on and off.
Kryx said: @James there is no way to prevent those rolls from happening with 3D dice and yet happen with a roll template. If you would like this improved it'll have to be improved on Roll20's side. Many people don't use 3D dice for this reason. Gears are the way to condense spells in edit mode. They will retain their state if you switch edit mode on and off. Yeah, haven't used them since they started because of that very reason; was hoping they'd have fixed it by now! The fact that they maintain state is great but being able to mass open/close them would be handy imo. This sheet is so fantastic, just switching all my campaigns from the old one to this!
Absolutely love this sheet. Very well done.
1459442884
Kryx
Pro
Sheet Author
API Scripter
2.3.0 Added parsing for lair actions and regional effects in conjunction with Lucian's script work.
v. 2.2.20, is there a way to show the freetext of an NPC's action if you have checked the global "Hide action freetext"? I tried {{ hide_freetext=0}} in the freeform, but that doesn't work. I have that option active by default in all my NPCs, but sometimes I want the players to read the text, reactions for example. Right now I just write {{text=blah}}, but since I have to write the description in the freetext too so it shows in the NPC sheet, it appears twice in the chat. It's not ideal.
1459453145
Kryx
Pro
Sheet Author
API Scripter
@Yadira no. The roll template checks if that variable is sent at all, not if it's a 1 or 0 (that isn't possible on roll20's end). You'll have to turn off the setting.
Compendium? There is a 5th edition compendium?
Hey Kryx, Is there perhaps a list of known bugs so far with these new versions? Also I am fairly new to all these things - and frankly one of my users have just gifted me "Pro" sub for a month so I thought I'll try everything out. The script made by Lucian is what's supposed to make the "Auto Ammo Tracker" work - Could someone perhaps explain to me how it works? A PM is fine too (Or should I perhaps ask on his post instead?) Thanks in advance
Kryx said: @Yadira no. The roll template checks if that variable is sent at all, not if it's a 1 or 0 (that isn't possible on roll20's end). You'll have to turn off the setting. Ok, thanks anyway
Love the new roll options at the top! Great addition. Disadvantage is spelled incorrectly though =/&nbsp;
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Edited 1459471380
Hey Kryx, Been testing out Multiclassing and it seems that if I multiclass as a Ranger and a Warlock it breaks the Ranger spell slots At level 3 for some reason the ranger has only 2 spell slots instead of 3 - Removing the Warlock class fixes it Same goes for level 5, 7, 9, and so on... For every level that the spell slots increase it basically makes it so that the spell slots are 1 level behind I know that I can modify it manually and add 1 spell slots manually, but just wanted to make sure it's a known thing Also I do agree with Brunhine, the roll types at the top are amazing indeed
Hey there,&nbsp; Love the sheet, but when entering NPCs they don't seem to have the athletics skill. &nbsp;Am I missing something or is this a bug? Thanks
Iain said: Hey there,&nbsp; Love the sheet, but when entering NPCs they don't seem to have the athletics skill. &nbsp;Am I missing something or is this a bug? Thanks These are generated via the sheet workers, occasionally there is a hiccup and one is missing. &nbsp;Just click on the edit button (pencil) and then the generate skills button.
Seems to be a bug importing NPC's from compendium. When you roll the imported attacks, it doesen't roll any of the damage die. It seems to get fixed when you delete the freetext box.
1459533571
Kryx
Pro
Sheet Author
API Scripter
@Geze the only known bug is the trash can issue. If you see any others I'll fix them asap. For auto ammo Have the companion script installed Create a repeating ammo field named "arrows" (or whatever you want) Check ammo on the attack and set the field to "arrows" Use the attack - it should automatically deduct @Brunhine: I'll fix disadvantage, thanks for letting me know. @Geze I'll test multiclassing with that setup. @Iain: I've never seen it happen, but as Kevin said you can just regenerate the skills if it does. @Darth_Shaker: There is a bug on 2.2.23 and below. Anything 2.2.24 and 2.3.0+ will solve this. So likely early next week when roll20 takes the update.
We are currently using the 2.2.20 version. Not sure if it a known issue but my players "lost" their spells. We checked filters, but most of the spells are gone. At the same time we were not able to add new spells, when we tried the tin can appeared but no fields to enter, that issue however seems not reproducible after a relog into the campaign
1459606229
Kryx
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Sheet Author
API Scripter
Hey Simon, Please detail what you mean by "spells are gone" Are there empty spaces between the spells If so it&nbsp;sounds like a filtering option. "not able to add new spells" also leads me to believe it is a filtering option. Please ensure they are all off and take a screenshot to verify. "tin can"?
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Edited 1459607988
I think the tin can is the delete icon that appears after clicking "modify". But to add spells you have to press "add", not "modify" ETA: to show all the spells, the filter bar should look like&nbsp; this Kryx, I just noticed that "undefined" on that image. I assume there should be something else.
1459625729
Kryx
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Sheet Author
API Scripter
2.3.1 &nbsp;(bugfixes) Multiclassing with Warlock should now produce the correct results. This may have results that impact more, but I think it'll be ok. 2 classes + warlock seems to work as well. "Disadvantage" is now spelled correctly. Speed is now parsed for NPCs as well - just normal speed. To edit it edit the speed field and the number will be parsed out of it. fix "undefined" for spell filtering
1459627818
Kryx
Pro
Sheet Author
API Scripter
2.3.2 Fixed Firefox styling for the following: Abilities will no longer expand beyond their box for ability bonus and check bonus for PCs and NPCs Saving throws will stay on the same line for firefox. So "Str +4" without a line break in between Coins label width is now big enough to show the coin type Toggles vertical alignment (checkbox was just chilling vertically aligned center) Added a border to the left of NPC saving throws in edit mode to add some clarity.
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Edited 1459730274
RESOLVED:&nbsp; I think we resolved this. On his own settings tab he had selected "Use window popouts for Characters" Just passing it on incase someone else runs into this without knowing about that switch ;) ------------------------------------------- Not sure this is right place for this but as we are using your new sheet, which we love Kryx, one of my players is having small issue.&nbsp;&nbsp; Anytime he opens his character sheet from the Journal tab, his sheet is automatically creating its own webpage, not being "embedded" like most of us if that makes any sense. He has tried Firefox and Chrome. So he sees this <a href="http://prntscr.com/ant2at" rel="nofollow">http://prntscr.com/ant2at</a> instead of this like you normally do when you first open a character sheet <a href="http://prntscr.com/ant20o" rel="nofollow">http://prntscr.com/ant20o</a> I am sure it is something on his computer or something just at wits end trying to solve this one as none of us can duplicate it. Just not sure why his seems to automatically force it to be a separate webpage as if he had selected the toggle to do so. Thought maybe you guys have run into it???
@Kibri, have your player see if they have this checked <a href="https://wiki.roll20.net/My_Settings#Use_Window_Popouts_for_Characters" rel="nofollow">https://wiki.roll20.net/My_Settings#Use_Window_Popouts_for_Characters</a>
1459779643
Kryx
Pro
Sheet Author
API Scripter
He resolved it - see his edit at the top of his post. :)
@Kryx: I noticed you dropped the conversion script from the to do list...&nbsp; I really hope this is still a thing...&nbsp;
1459786901
Kryx
Pro
Sheet Author
API Scripter
@John: With Lucian's script now out in the wild the conversion process is largely handled by doing the same process that you did before. That means either importing monsters from JSON sources or statblock imports. Converting attacks/spells. from the old sheets would be a huge pain. What exactly do you want converted? Basic stuff could be done, but the complex stuff should really use the new process.
How close are you to integrating the updated Shaped scripts?
1459788147
Kryx
Pro
Sheet Author
API Scripter
Lucian's shaped scripts are their own thing. What functionality are your looking for?
Does anyone know of an elegant way to do Magic Missile and Scorching Ray as 1 spell each? I currently have them set up with a separate spell card for each level and have the missiles/rays with separate rolls in the "extra text" field instead of the standard damage.
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Edited 1459800998
The "automatically use ammo" feature gives the total the ammo would be if used but does not change the ammo count.&nbsp; I assume that a script is needed to connect the 2 correct?&nbsp; my user level can't use scripts but that is a nice feature.&nbsp; Keep up the good work!&nbsp; and Thank You! also is there a way to sort spells? aside from applying the filters.
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Edited 1459801120
DOH!! found how to rearrange the spells.&nbsp; nevermind
1459801291
Kryx
Pro
Sheet Author
API Scripter
Auto ammo use requires API, correct. @Joss: Scorching ray is multiple beams - it should be treated as such. Same as multiple attacks with each one is it's own output.&nbsp;This is important as ech beam individually as they can each crit. So if you set it up as normal then click it for however many beams you have.
@Krix; how I have them set up right now is like this: Magic Missile (lvl 1) "3 missiles: [[1d4+1]]|[[1d4+1]]|[[1d4+1]] dealing force damage" in the free text field instead of using the damage line. Scorching Ray (lvl 2) "Ray 1: Attack [[1d20+@{intelligence_mod}+@{pb}+@{global_spell_attack_bonus}]]|[[1d20+@{intelligence_mod}+@{pb}+@{global_spell_attack_bonus}]] vs AC; [[2d6]] fire damage, +[[2d6]] if crit. Ray 2: Attack [[1d20+@{intelligence_mod}+@{pb}+@{global_spell_attack_bonus}]]|[[1d20+@{intelligence_mod}+@{pb}+@{global_spell_attack_bonus}]] vs AC; [[2d6]] fire damage, +[[2d6]] if crit. Ray 3: Attack [[1d20+@{intelligence_mod}+@{pb}+@{global_spell_attack_bonus}]]|[[1d20+@{intelligence_mod}+@{pb}+@{global_spell_attack_bonus}]] vs AC; [[2d6]] fire damage, +[[2d6]] if crit." I'm sure there's a cleaner way to do it, but we didn't like clicking the spell multiple times for each ray.
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Edited 1459815461
@Kryx: I know you keep mentioning Lucian but I don't code really and I'm not sure what you're talking about in regards to his script. I actually don't even know how to go about using it or even finding it.&nbsp; Basically I'd like to do the following with my current campaign: Clone my current campaign Update the Character Sheet with the new Shaped Sheet Have at the least my existing PC's information such as flaws and other information fields, etc. ( except things that I can easily drag and drop in) import over. Copy over their current inventory for the non-standard equipment and treasure. Transfer over NPC data if possible.&nbsp; That's mostly it.&nbsp;
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Edited 1459818040
Joss G. said: Does anyone know of an elegant way to do Magic Missile and Scorching Ray as 1 spell each? I currently have them set up with a separate spell card for each level and have the missiles/rays with separate rolls in the "extra text" field instead of the standard damage. For Magic Missile, I dont know if it's elegant but it's the best I could think of. I have Magic Missile as a lvl 1 spell, with these settings: -Higher level: active so it asks for the level but with all the extra damage set as 0. -Damage:&nbsp;I use it to display the number of darts (3+(?{Spell Level|1|2|3|4|5|6|7|8|9} - 1)) and damage type "darts" -Extras, freeform: based on a macro I found somewhere in the macro thread, can't remember the original author {{text_big=Dart 1: [[1d4cf&lt;0cs&gt;5+1]] | Dart 2: [[1d4cf&lt;0cs&gt;5+1]] Dart 3: [[1d4cf&lt;0cs&gt;5+1]] | Dart 4: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/2),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/2),1}kl1*(1)}]] Dart 5: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/3),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/3),1}kl1*(1)}]] | Dart 6: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/4),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/4),1}kl1*(1)}]] Dart 7: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/5),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/5),1}kl1*(1)}]] | Dart 8: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/6),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/6),1}kl1*(1)}]] Dart 9: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/7),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/7),1}kl1*(1)}]] | Dart 10: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/8),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/8),1}kl1*(1)}]] Dart 11: [[{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/9),1}kl1*1d4cf&lt;0cs&gt;5+{floor((?{Spell Level|1|2|3|4|5|6|7|8|9})/9),1}kl1*(1)}]]}} It displays the damage of each of the darts that the spell can generate with the spell slot chosen, and the result it's 0 for the rest, that way it's less confusing than if you roll all the darts. If you cast it as level 1 it rolls 1d4+1 for each of the firsts 3 darts and 0 for the rest. I use text_big because I'm half blind XD It looks like this, it's not pretty but works: For Scorching Ray (and Eldritch Blast), I add a calculation of the number of rays it generates for that level on the description of the spell. And then just use the spell macro that number of times, because it has to do one attack roll for each. So I write: You create [[(3+(?{Spell Level|2|3|4|5|6|7|8|9} - 2))]]&nbsp;rays of fire and hurl them at targets within range. If you choose spell slot lvl 3 the result would be:&nbsp;You create 4 rays of fire and hurl them at targets within range. I guess you could do something similar to the Magic Missile, with all the 10 rays, but I rather use the macro multiple times. To much info in one template card = more chances to get confused and add stuff twice or something. But that's me.
@Yadira, that Magic Missile code is nice! I'll keep fiddling with Scorching Ray.
1459858231
Kryx
Pro
Sheet Author
API Scripter
@Joss: Checkout&nbsp; Lucian's 5e Shaped Companion Script for importing monsters and spells to the sheet. That should address all monsters and all spells. For PCs I recommend making a duplicate campaign and updating that to the redesigned version. I recommend creating new characters and then copy pasting from the old characters (have both campaigns open at once). It should take you about 30 mins to an hour.
1459865957
Lars K.
Pro
Sheet Author
API Scripter
I seem to have two issues with the attachers. It first occurred in version 2.2.24, but an update to 2.3.2 changed nothing. For one of my players attachers aren't shown on any rolls. It worked once for like 3 rolls, and since then not anymore. However, for my other players attachers work. I looked around a bit with the Javascript Console, and it seems that although the "Crit" box isn't set (though it might have been while playing around at some point) (changing the setting doesn't help) it always adds all attachers (even new ones) only for crits. Console output is for example:&nbsp;finalSetAttrs Object {attacher_attack: " {{crit_name=Colossus Slayer}} {{crit_text=+[[1d8]] dmg}} "} For another of my players, which I used to test as a blank sheet before, the (correctly working) attacher wasn't properly removed when I deleted it. It's not in the list anymore but it still gets rolled for every attack. On that sheet I also get the following strange error in the console whenever I click on the "Modify" and "Done" buttons for the attachers:&nbsp;An invalid form control with name='attr_higher_level_dice' is not focusable. Any input on these issues would be appreciated :)
1459867823
Kryx
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API Scripter
@Lars: Can you PM me an invite to your game? I think some of these problems can be solved by re-triggering the sheetworkers or deleting attributes.
1459870235
Kryx
Pro
Sheet Author
API Scripter
2.3.3 Fixed attachers that have crit involved. Previously if you checked crit it would stay active even if you turned it off. The sheet should update all attachers when it loads for the first time.
1459870324
Lars K.
Pro
Sheet Author
API Scripter
Wow that was fast. Thanks Kryx :)
John K. said: @Kryx: I know you keep mentioning Lucian but I don't code really and I'm not sure what you're talking about in regards to his script. I actually don't even know how to go about using it or even finding it.&nbsp; Basically I'd like to do the following with my current campaign: Clone my current campaign Update the Character Sheet with the new Shaped Sheet Have at the least my existing PC's information such as flaws and other information fields, etc. ( except things that I can easily drag and drop in) import over. Copy over their current inventory for the non-standard equipment and treasure. Transfer over NPC data if possible.&nbsp; That's mostly it.&nbsp; I did that. Had some weirdness happen but the character background, flaws, eye colour and such stuff did port over. You will need to re-enter spells, equipment (much of which can be dragged over), class and level, and I had weirdness with the stats where the ability bonuses didn't show until I manually changed them to a different number, clicked away and then changed them back. I would not do it this way again. I have also recreated my char from an old version to the new in another GM's game and it only took me about 30 minutes. In short, take Kryx's advice and start new. Cut and paste and drag and drop are your friends. ;)
Joss G. said: Does anyone know of an elegant way to do Magic Missile and Scorching Ray as 1 spell each? I currently have them set up with a separate spell card for each level and have the missiles/rays with separate rolls in the "extra text" field instead of the standard damage. I use a slightly modified macro that I found searching the forums, sorry, can't remember exactly where from. It asks the person casting to pick a level, and then rolls the correct number of missiles. I wasn't keen on the whole showing all possible darts with 0's for rolls. ?{Spell Slot|1st (3x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]]|2nd (4x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|3rd (5x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|4th (6x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|5th (7x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|6th (8x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|7th (9x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|8th (10x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]|9th (11x Darts), [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]] [[1d4+1]]} I just added it to the freetext section on the spell, and took off the standard damage roll.
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2.3.2 is now live. Love the (dis)advantage buttons&nbsp;
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v2.3.2: I have my NPCs with token actions like "%{selected|repeating_action_$0_action}". Now when I use them, I get this message:&nbsp;No attribute was found for @{NAME|extas_var}. I think it's all the NPCs I hadn't had time to change the roll option, to eliminate the "No attribute was found for @{NAME|roll_info}" message. Some NPCs work ok and the only think I can find that's different is that I had reset the roll option before. Is there a way I can fix it? ETA: SOLVED. I have to check/uncheck the extras in the actions for the NPCs. Btw, for the character sheet, people should check their attacks and reactivate the ammo, because the update unchecked them all
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Kryx
Pro
Sheet Author
API Scripter
Yes, ammo is no longer checked by default for attacks. Extas (not extras) was a bug, but that was handled quite a while ago and should've updated automatically. Though I'm glad you solved it.
Is there a way to add chat commands to spells? &nbsp;I would like to have some of the new special effects to come up when spells are cast