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[5e Shaped] 2.3.2+

With a bunch of sheets, I stick them in an repository campaign and transmorgify them in to the active game as needed. Have tried that recently; works ok.
1460482503
Kryx
Pro
Sheet Author
API Scripter
2.4.9 Fixed an issue where sheets from an the original shaped sheet failed to get a version number (They had a version of "Feb 16, 2016" for example). Version is now set correctly Reduced the number of fields I manually add for new characters - that process should be slightly smoother now
my internet bandwidth is really low, so what I do is I archive any sheets I'm not using at the moment. It works pretty well
Hmm, just made a new PC, and it came up with the "version v" bug, which is fine, but the skills were listed out twice, and they won't calculate the scores. I deleted the duplicate set of skills, but they still won't calculate the scores. Any ideas? <a href="http://screencast.com/t/Kb0ZlKfQ" rel="nofollow">http://screencast.com/t/Kb0ZlKfQ</a>
1460496120
Kryx
Pro
Sheet Author
API Scripter
2.4.10 Version issue fixed Should be solved now TheWebCoder.
Yup, I saw that note. Interestingly, the skills not updating eventually resolved... like 15 minutes later. Guess there's a delay in populating some fields?
I don't know if this has been covered already but it seems like when you cast a spell with an attack roll at a higher level and it crits, it doesn't add up the proper amount of crit dice, only using the base version.&nbsp; i.e. Guiding bolt cast at level 4 only adds 4d6 more die instead of 7d6.
QQ: What's the new format of the paladin_spell_dc variable? Or for that matter, the DC for any caster type. Thanks! As an action, each fiend or undead that can see or hear you within 30 feet of you must make a DC [[@{paladin_spell_dc}]] WIS saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes damage!
Robert said: With a bunch of sheets, I stick them in an repository campaign and transmorgify them in to the active game as needed. Have tried that recently; works ok. I will be following suit with that strategy. Thanks Robert. Also, I discovered my browser wasn't clearing cache from beginning of time (just last hour). I changed that and re-cleared cache and lag is not so severe - only about a second or two to open a sheet.
Yadira said: my internet bandwidth is really low, so what I do is I archive any sheets I'm not using at the moment. It works pretty well That's what I was doing but I'm going to try Transmogrify.
On 2.4.10 (this was also present previously), I have an odd situation with one specific toon. I have three red-outlined character classes that I cannot get rid of. I can't reproduce this with a fresh toon, so I know it's specific to this one. I'm not sure how it got into that state and I'd rather not have to redo it completely. Dropbox link to video showing the behavior:&nbsp; <a href="https://dl.dropboxusercontent.com/u/23687562/Shape" rel="nofollow">https://dl.dropboxusercontent.com/u/23687562/Shape</a>...
1460512152

Edited 1460512968
Thorsten
KS Backer
Using the group-init API script with the shaped sheet Out of the box, the group-init script will use the dexterity stat, not the dexterity modifier, to roll initiative. Here's how you fix that and add a tiebreaker while you're at it: !group-init --add-group --Bare initiative|current --Tie-Breaker --Stat-DnD dexterity|current !group-init --del-group 1 Once that's done, check that it went in correctly with !group-init --help, then select a bunch of tokens and add them with !group-init to see it in action.
1460518166
Orta
Sheet Author
Translator
Hello everyone, First a big bravo for this Character Sheet that I use in one of my games, my players are really please with all the functionnality and automatisation that it bring to the game. And now for the Noob question (I searched the forum and googled it with no success) : How do I update my existing Character Sheets (filled with my players infos) in my current game ? When I create a new sheet, it comes with the last version published, but my pre-existing chracter keep their "old" 2.3.2 sheets. I tried to duplicate or archived but with no luck. Should I create a blank one and copy every info from the old version into te new version ? I saw the first post with the instructions on how to update, but I assumed that is for having in your game the last last version, not yet pushed into the Roll20 servers. Thanks for anyone taking time to explain this to me.
Any chance on getting&nbsp;Reliable Talent added into the sheet? It's a pain to check the rolls to see if you rolled a 9 or under every time you use a skill.
Kryx, From one developer to another, thanks so much for all the work you've put in and continue to put in, your sheet is tremendous and makes playing 5E a dream. &nbsp;From all of my PCs and this happy DM, you're awesome. Regards
1460537013
Kryx
Pro
Sheet Author
API Scripter
Hi TheWebCoder, I haven't experienced any kind of delay on skills. You can always manually regenerate them in edit mode. There is no ${CLASS}_spell_dc. If you create that as an action or a trait it'll be easy to setup. Nash, I will ensure that higher level damage is added to crit as well. Thorsten, erroring repeating fields was happening in the past, but hasn't happened in a while. I will need to see the exact character. PM me an invite please. Alix, thanks for the praise man. As a non-pro user you can only use the latest version that roll20 has uploaded which is currently 2.3.2. I have provided &nbsp;them with 2.4.10, but they have not accepted it yet. If they don't today then I expect it to not happen until next week. Joss, roll20 currently does not support minimum rolls without setting a minimum on every dice via some syntax like {roll1, 9}kh1, but that is very difficult to integrate into the sheet - especially while supporting roll 2. The same problem exists for elemental adept. If you want this feature supported I would recommend a suggestion thread be created. Benevolent Tyrant, thanks so much man. I really appreciate it - especially since it wasn't just buttering me up to then solve a problem. :)
1460553041
Orta
Sheet Author
Translator
Thanks Kryx for the reply, but I got that part where you can manual update with Pro. The thing is when in my existing campaign I create a new sheet, I got the new version loading (the one with the Version v, 2.4.9 I guess). Its for my existing sheet, with my players stats that I don't know how to upgrade them without starting fresh and copying all the infos from on sheet to another. Maybe I am missing something here ...
1460553237
Kryx
Pro
Sheet Author
API Scripter
What version are you upgrading from? Anything after the redesign updates automatically when opened for the first time.
1460553440
Orta
Sheet Author
Translator
I still have in my games Sheets that are in 2.3.2 (created about 2 weeks ago). But any new Sheet is of version "v"
1460553698
Kryx
Pro
Sheet Author
API Scripter
A sheet without a version was fixed in 2.4.9/2.4.10, but was primarily to address the lack of a version if converting from the pre-redesign. If you are seeing this then it seems like your sheet was upgraded to 2.4.9 very recently and you should upgrade to 2.4.10.
1460557081

Edited 1460557174
Okay so... I was trying to fill out some of the spell macros/templates for my warlock charakter... (using 2.3.2) But when i came to scorching ray, i hit a problem... It makes only ONE roll, but the spell can "produce" 3+ rays! (same problem with eldritch blast) There are no options on how many attack rolls the thing is supposed to make... So how can i make this quick and easy with as little rolling and clicking as possible?
1460557254

Edited 1460557307
Kryx
Pro
Sheet Author
API Scripter
Currently the only way to handle scorching ray is to roll it for the number of rays you want. I doubt this to change in the future. Roll20's system isn't setup to handle this situation well.
1460559832
Kryx
Pro
Sheet Author
API Scripter
2.4.11 Higher level damage now correctly applies to criticals (both normal damage and secondary damage).
Kryx said: A sheet without a version was fixed in 2.4.9/2.4.10, but was primarily to address the lack of a version if converting from the pre-redesign. If you are seeing this then it seems like your sheet was upgraded to 2.4.9 very recently and you should upgrade to 2.4.10. That's not what is happening in the case of 2.3.2. I have a game using the v2 version Roll20 offers. All the sheets were created with v2 and display 2.3.2. Recently, when creating a new character it shows version v (no number). This is the same as what Alix is describing. I created a brand new test game also using the Shaped v2 sheet. All characters created show 'Shaped v'. It seems somehow something changed so when new characters are created the version does not get recognized. I created another brand new test game using the latest from github and new characters correctly display version# (2.4.11). I don't know if anything can be done for non-pro users but to wait for Roll20 to pull the latest sheet.
1460562988

Edited 1460563087
Kryx
Pro
Sheet Author
API Scripter
I'm not understanding the issue. In a new game 2.4.11 shows. In an old game 2.4.11 does not show? Is that old game on the latest version? If not then update. As of 2.4.11 the issue is solved as far as I can see. If not please PM me an invite. This issue should only be showing for people who have updated to 2.4.9/2.4.10 within the last few days.
I believe what they are saying is there is now version number on the public sheet. so&nbsp; - Create new game - Selected shapedv2 from drop down - Sheets made is this game (or others that use the public version) now lack a version number. As far as I can tell it shouldn't affect anything other than not showing version but the issue appeared on the public sheet that before did correctly display the 2.3.2 version number. Should be fixed with the next roll20 sheet update but that is what I believe they are refering to.
1460571596
Kryx
Pro
Sheet Author
API Scripter
Selecting shaped from the dropdown gives you version 2.3.2 which definitely has a version at the top of the page unless you're converting from before the redesign. Thorsten was actually trying to solve the repeating class erroring issue he mentioned earlier, but the sheet makes no adjustments when removing those and it has to be addressed with roll20.
I can say I just made a new game and it did not show a version number, only a "Shaped v" with no number so the public version seems to be 2.3.2 but it does not show it. I tested that with a 100% fresh game there where all I did was make the game after selected the character sheet and make a new sheet. It also happened on a game that has been using the public sheet since it released. Again, it just doesn't show the number on the public sheet when it did before, nothing else seems to be an issue just that the version attribute does not exist on new sheets. Seems to have been only the last day or so that appeared on the public sheet
1460573649
Kryx
Pro
Sheet Author
API Scripter
I can confirm what you are seeing. Though this should be technically impossible as 2.3.2 has not changed for about a week and a half now and I have no way of changing it. Either way the newest release will fix this.
1460579736
Kryx
Pro
Sheet Author
API Scripter
2.4.12 Set roll_setting to "@{roll_1}" at character creation to prevent issues with new characters as pointed out by Shadowspawn here:&nbsp;<a href="https://app.roll20.net/forum/permalink/3243183/" rel="nofollow">https://app.roll20.net/forum/permalink/3243183/</a>
Is there a cap on dexterity bonus in AC? I have a character with +1 studded leather and a 20 dex. The total was 18 AC. He got a Manual of Quickness of Action so now it's 22, but his AC didn't change. If I drop the AC to 20, it stays the same, but if I drop to 17, it goes down to 17, so it looks like its the Dex bonus that's the problem, but it's capping at +5. Attack bonuses seem correct.
I'm on 2.4.11.
1460665084
Kryx
Pro
Sheet Author
API Scripter
There is indeed a limit of 5 on light armor.. which shouldn't be there... I'll remove it.
Is there a Reliable Talent feature on the sheet? Can't see one. Just want to know if I should add an attacher.
1460665723
Kryx
Pro
Sheet Author
API Scripter
Kryx said: Joss, roll20 currently does not support minimum rolls without setting a minimum on every dice via some syntax like {roll1, 9}kh1, but that is very difficult to integrate into the sheet - especially while supporting roll 2. The same problem exists for elemental adept. If you want this feature supported I would recommend a suggestion thread be created.
1460665862
Kryx
Pro
Sheet Author
API Scripter
2.4.13 Light Armor is now correctly unlimited in the amount of dex that can be added (was mistakenly set to a maximum of 5). As a result "Armor + Dex" has been removed and all existing items labeled as such have been converted to Light Armor.
No, that's fine. I just didn't want to miss something. :)
I recently came up with an elegant solution for Magic Missile/Eldritch Blast/Scorching Ray: set the spell to out put the number of rays/missiles rather than damage and set it to no attack/save. Then create a "weapon" for magic missile/eldritch blast/scorching ray; cast the spell, then click on the "weapon" the number of times needed. It won't rout into global spell bonuses, but it should be easy to update it for wands/class abilities and what-not. @Kryx, thanks for explaining the minimum roll issue. I found how to write a macro for it, but you're right it does seem like it would be a very hard thing to put into the sheet. You'd have to have a "minimum roll" hidden column added for every dice roll and all of your dice rolls would have to have weird hidden variables and I'm sure that would not be easy for fun to do.
1460674833
Kryx
Pro
Sheet Author
API Scripter
Probably best to set the attacks up as a cantrip so it'll still apply bonuses. Ya, minimum values would be very difficult to implement. It can't be considered in the current form. Roll20 needs to address this IMO.
Could we get cantrips on the front page in the attacks section? Or would that be weird?
1460679902

Edited 1460679938
For minimum value : Can we do something with custom dices (rollable table) if we agree on a name ? i.e : for adept elemental, we can already create a table that contains 2,2,3,4 and roll on that table instead of rolling a d4 when needed. Could we do something similar for Reliable Talent ?
@Kryx: How would one go about using Medium Armor Master one the new sheet? I have a player with medium armor and a DEX of 19. He needs to add: "When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher."
I think there's a Medium Armor Dex Bonus field on the settings tab of the sheet. Change that from 2 to 3
Here's an odd one for you. &nbsp;I'm currently playing an Eldritch Knight/Bladesinger (4/4). &nbsp;When I went to put my information on to the new sheet, I found that I HAD to list Wizard (Bladesinger) first, and then the Fighter, in order to get the appropriate number of spell slots. &nbsp;When I attempted it the other way, it would take the Fighter info, but would then delete it when I put in the Wizard info. &nbsp;Even manually changing the casting type on the Fighter would not correct the issue. &nbsp;(My char was the fighter first, hence my attempting to put in the fighter info in first.)
1460715828

Edited 1460718212
I've been looking for a while, and I just can't quite figure it out. The release features for 2.4.0 mention the following points: Compendium Integration for NPCs, Armor, Equipment, Spells, Weapons NPCs Drag & drop from Compendium All actions and traits are parsed (even saving throws) How does that work? I've tried several different things, but nothing really wants to work. Could you give some pointers? I really like the idea of being able to do this. Thanks for making this sheet. It seems awesome! Edit: Nevermind. You have to turn your "Sheets as popouts" setting off to make this work. Still great job with this! I'm looking forward to moving my campaign up. Right now we have the old, old version (pre v2). When I tried to migrate, a lot of stuff disappeared. I had to find the old version in github and downgrade to restore everything. Now, I have a test server and an integration version where I'll have everyone migrate to before we go whole hog into v2. Is there a "best practice" for a migration from pre v2 to v2+ of the sheet?
HeroComplex said: I've been looking for a while, and I just can't quite figure it out.&nbsp; Create a new NPC, then find a monster in the SRD, then drag and drop it on top of the NPC. Similar with the other things.
Gediablo said: HeroComplex said: I've been looking for a while, and I just can't quite figure it out.&nbsp; Create a new NPC, then find a monster in the SRD, then drag and drop it on top of the NPC. Similar with the other things. Right. Except if you set all your sheets to popout by default. Then you can't drag anything into them. I got it figured, but thank you for replying! :)
1460731154
Kryx
Pro
Sheet Author
API Scripter
@Joss, cantrips on core : the resource cost of showing spells in 2 places is too high. This was discovered when the redesign was first being worked on. For performance purposes this cannot change. @Alzam, minimum dice value for each dice : Users can set this up for each case, but it isn't something the sheet can do in a generic way. Roll20 needs to support this for the sheet to support it @Kaelev, medium armor max dex : This is indeed on the settings page as mentioned by Yadira. @Thane: So you put in a level 4 EK with a level 4 Wizard and it didn't calculate correctly? I will test. From what I understand that should be equivalent to the slots of a level 5 wizard (see the DMG). Please let me know what you expect and what you're getting. @HeroComplex: The best migration plan is to duplicate your campaign and start each character from scratch. It should take all of 30 mins to an hour to copy PCs by referencing the old campaign (use multiple windows). For NPCs either the compendium drag & drop or the script.
Thane D. said: Here's an odd one for you. &nbsp;I'm currently playing an Eldritch Knight/Bladesinger (4/4). &nbsp;When I went to put my information on to the new sheet, I found that I HAD to list Wizard (Bladesinger) first, and then the Fighter, in order to get the appropriate number of spell slots. &nbsp;When I attempted it the other way, it would take the Fighter info, but would then delete it when I put in the Wizard info. &nbsp;Even manually changing the casting type on the Fighter would not correct the issue. &nbsp;(My char was the fighter first, hence my attempting to put in the fighter info in first.) Kryx said: @Thane: So you put in a level 4 EK with a level 4 Wizard and it didn't calculate correctly? I will test. From what I understand that should be equivalent to the slots of a level 5 wizard (see the DMG). Please let me know what you expect and what you're getting. I'm the DM for the campaign Thane is playing in. I testing this to see if I could replicate it and indeed seems to be a problem. &nbsp;It happens when a character starts out as a Fighter, chooses EK at 3rd to choose "Third (3rd level: Arcane Archetypes)", and then multiclasses into Wizard. The "SPELLCASTING" field for EK gets dashed out when the "SPELLCASTING" field for Wizard gets populated. Choosing "Third (3rd...) again for EK does not update the "Spell Slots" to the correct amount. I also tested this with other casters and it does the same thing. &nbsp;The only work around is to delete the Fighter levels and add them in again.
1460758706

Edited 1460758851
Tested it. Class with arcane archetype lvl 3 and wizard lvl 1 (because I know how many spellslots it should have). First I set the&nbsp;EK lvl with arcane archetype spellcasting, it sets the spellslots at 2. Then the wizard lvl 1. It sets the wizard as full caster and resets the arcane archetype to --. I reset the&nbsp;EK to arcane archetype and the spellslots remains as 2 instead of 3. It sems to be a bug. If you reset the EK to arcane archetype and set the Wizard as -- and then change it back to Full spellcaster, it calculates stuff the right way, without deleting any levels