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5e Shaped Sheet or Token Action Help?

Hi there.  I went ahead head and set my campaign up having never tied monster stats to tokens before. Now that I have ran a session I realized dealing with each individual mister sheet open during combat is cumbersome. So I was wondering if there was a way to grab all attacks or actions for all monster sheets and turn them into token actions? Having looked at the 5e shapes sheet documentation it sounds like I should be doing something with !shaped-abilities --actions but i cannot seem to get this to work. And when it does work I don't know why (it seems like all tokens are set up the same way). Then I tried configuring the sheet, going into the new character settings and changing the default token actions to actions showing up as individual buttons but again a I don't know if I am using this right.  Is there an easy way to get a mass of existing tokens to have token actions for actions/attacks?
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Jakob
Sheet Author
API Scripter
First, to make sure: do you have the 5E Shaped Companion Script installed in your game? If not, the API commands will not work. If it is installed, then it should be as easy as selecting some tokens that represent your monster characters and entering !shaped-abilities --actions  in chat (Note that there are also commands to get reactions, legendary actions, lair actions, et cetera). While you're at it, also have a look at the saves, statblock  and spells  (for spellcasting monsters) options (so e.g !shaped-abilities --actions, saves, spells ). I personally have a global macro %{selected|shaped_statblock} (rather than putting it as a token action for each individual monster), which is very useful for seeing all the important info in chat without ever having to open the sheet. Ah, and to reiterate: if you multiple tokens representing characters selected, it should create token actions for all of them.
Thanks Jakob, Yes, I do have the 5e Shaped Companion Script installed :). I tried selecting a goblin token (below is a screenshot of my token settings, in case that matters): After typing in !shaped-abilities --actions, and click on one of the token action buttons I get the following in chat: Any thoughts?  I will try out your global macro separately and see if that works too. Thanks for any feedback!
1478171219
Jakob
Sheet Author
API Scripter
No idea what's going on there, sorry. When I import the Goblin and run !shaped-abilities --actions, it works exactly as it should. One final idea: if you have renamed the Goblin character between creating the actions and pressing the button, it might do funny stuff. But if that's not it, I cannot say. When you go to the attributes & abilities tab of the goblin, can you see the created abilities?
You know, I'm not entirely sure what is happening either!  I messed around with the token defaults and when I apply them to a token the actions show up, so either way I guess I got what I needed. That being said, I took your advice and created the statblock macro, and took it another step forward with actions and spells.  So now I have tons of options!  Thanks for all the help Jakob.
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EDIT: @gone rogue Hadn't seen your response when I posted this, guess I needed to refresh the page?  My favorite global macro added spell output below the statblock: %{selected|shaped_statblock} @{selected|spells_macro_var} My personal gripe is that the statblock scrolls up the chat as soon as you click anything. Finally took a night and hacked together a 'handout' API solution I've been thinking about for months. Either of you have any interest in being a guinea pig? :D
Hey Jason, I am not exactly sure what you mean by a 'handout' API or how it works or would work?  If you wanted to give me some details I think I would likely be interested in testing it out.  I don't mind being a guinea pig.
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After lots of hitting things with wrenches, this code looks stable. Please let me know what you think! <a href="http://pastebin.com/Ahxkp1a2" rel="nofollow">http://pastebin.com/Ahxkp1a2</a> After installation, the GM will be prompted with a button (or type '!gdocgen') everytime the player ribbon is moved. The generation process will slowly process every monster on the current sheet the player ribbon is on, formatting their statbox and spell lists into a handout. The last message "Updated: Monster Statbox" is clickable and will open the handout.&nbsp; Notes:&nbsp; You must close and re-open the "Monster Statbox" handout to see new changes. Links won't work if you pop the&nbsp;"Monster Statbox" handout out into an external window I've tried many different ways to speed up processing. Most just hang until the server kills the process for being an 'infinite loop'. Even for chat operations that return instantly for the client... *sigh* Thanks, Jason B. PS:&nbsp;I may have a extremely quick way to generate this, but it would require manual cut'n'paste. Does that sound do-able?
Hey Jason, My preliminary tests seems to work, and this seems like something I would use! &nbsp;Thanks. &nbsp;I will keep playing around with it. This idea is close to something I was thinking the other day (kind of, although my thought was much less complex :). &nbsp;Do you think there is a way to create a hand out, and put links in there that would just show the text in the chat? &nbsp;Let me explain: I thought it would be a good idea to have a handout of NPC names because half of the names you end up having to spell out for the players. &nbsp;So in the handout each NPC name would be a link, and when you click it it shows up in the chat. &nbsp;Other applications would be directions to a location so that you don't have to type them out, or cryptic messages/riddles types of puzzles. Any thoughts on that?
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The real use for me is the ability to trigger actions/attacks/abilities of many NPCs in the middle of a battle without opening sheets. Also, the links I'm trying to click aren't scrolling up the chat. As for your idea: You want a handout with several different sections of text. And when a section of text is clicked, you want only that section to be copied into chat? Where would all of this text come from? Pulled from somewhere else, or entered manually? It's do-able but honestly, at that point it would be nearly as easy to cut'n'paste the text.&nbsp; You could get a similar effect by creating a fake character, at least w/ the Shaped 5e Character sheet, and filling in fake actions/traits/spells/whatever with the text you wanted to display on click. For larger items like instructions with images, you would want to make it a separate handout and click the 'Show to Players' button so that it pops up. API can't 'Show to Players' unfortunately, or I'd use it. My further idea is the ability to transfer equipment from character to character with a click & dropdown 'target' menu. Would let me pre-populate the item already setup, with no need to re-copy everything bit by bit. When they find a chest/horde/body/etc, I would transfer the bounty from my hidden 'GM Stash' character into the 'Found Loot' character, and let them fight over who grabs it first.
Yes you hit the nail on the head. And I figured it wasn't worth the effort to create an API for it when you could just copy and paste. My first thought was to create an NPC sheet for each one and click their name but I like the ideas of creating 'actions' instead. Thanks! interesting loot idea too!
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Had a bit more time to put together the new version. Con: Manual cut-n-paste required.&nbsp; Pro: Blazing fast compared to the old version. <a href="http://pastebin.com/NDwzjcsK" rel="nofollow">http://pastebin.com/NDwzjcsK</a> Edit: Using the 'notes' section, as that updates w/o needing to re-open the handout. Content from previous versions may still be present in the gmnotes area. Delete or clear.
New update:&nbsp; <a href="http://pastebin.com/ZdA6RKHT" rel="nofollow">http://pastebin.com/ZdA6RKHT</a> This update eliminates the need to cut'n'paste commands. It instead encapsulates all commands into one button push!
Using the new update, I get a "Not Found" when clicking on a weapon to attack ---- oh wait, you said it cannot be in a pop-out box..... *slaps self*
Jason the Dungeon Mofo said: Using the new update, I get a "Not Found" when clicking on a weapon to attack ---- oh wait, you said it cannot be in a pop-out box..... *slaps self* Yea, I really wish you could pop-out and still click the commands! Would be much much easier... Any feedback? If people find it useful, I'll clean up the code a bit for a real release. Probably need to find a better name...
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Kryx
Pro
Sheet Author
API Scripter
I don't quite see the need when each NPC has a built in statblock macro. Isn't this just the same, except multiple in one page instead of in the chat?
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Kryx said: I don't quite see the need when each NPC has a built in statblock macro. Isn't this just the same, except multiple in one page instead of in the chat? That's exactly right. I love the in-chat statblock & spell list macros, but I found they have a few minor inconveniences:&nbsp; Scrolling Links: Multi-attack? Click the attack, scroll up, click again, scroll down check if they hit Chat Clutter: What'd my player say again? ...scroll past multiple different statblocks... This gives me one persistent handout that contains all the relevant info, checks, and actions in one place. And it opens fast, unlike each individual character sheet...&nbsp;
The idea I can have one sheet open for all the NPCs for that screen/encounter will be very convenient for me rather than going to find all of the NPC windows and going back and forth between them in battle.....just makes for a smoother experience and encounter for the players IMO......although I am still having problems with some of my NPC shaped pages showing the proper INIT or HP (often showing nothing).....but I am trying to work through that....
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Jason the Dungeon Mofo said: ...although I am still having problems with some of my NPC shaped pages showing the proper INIT or HP... NPC HP, at least on my pages, only shows the "avg (rollD10 + eq)". Might want to manually check with&nbsp;%{selected|shaped_statblock} to see what HP is appearing as. Init isn't a field that is shown via the&nbsp;%{selected|shaped_statblock} command. I've been using !group-init so it wasn't something I was looking for.&nbsp; Was thinking, especially if people want to use this for multiple character sheets, on having what it pulls be configurable. So for instance, the for HP, the default statblock pulls @{selected|hp_srd}="13 (2d10+2)". If you only wanted only the formula for the HP entry, you could change the config for hp to&nbsp;@{selected|hp_formula}="2d10+2", or delete that entry if you didn't want HP to show up at all.&nbsp; Edit: Forgot to mention, make sure to open the character sheets up to let the migration happen. Things won't output into the statblock right until you do that.
1481058649
Kryx
Pro
Sheet Author
API Scripter
The statblock should show initiative. I can add it. hp_srd is the ho that comes from the srd and should be used as it can be changed by the user. The documentation has the names of all fields, or you can use Chrome's inspector tools or the current statblock.
JasonB - my issue is about 1 in 6 of my NPCs when I open them -- never end up showing their HP in their NPC Stats (using the shaped character sheets) -- has nothing to do with your stat sheet script -- but it allows me to know which NPCs I need to fix at a quick glance -- since the shaped sheet has been updated, it says it's updating data from OGL, but then times out or something (I've waited up to 5 mins to see if it'd show) and I end up having to use the companion script command to reset it's stat block to get it to show.....that's been my "workaround"
Hey guys, I might be missing something so my apologies if I am. When I move the player ribbon, I cannot regenerate the handout. &nbsp;I have tried using the button, as well as the link on the handout. &nbsp;I assume it is supposed to be as simple as moving the player ribbon then clicking the regenerate button? Thanks for the help here!
@gone rogue Hard to say without more information. Could I get an invite to your game to observe for myself? See what's going on API side?