Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Welcome Package only makes character sheets with Charactermancer

I have Charactermancer disabled in my game settings. When I create a character sheet manually, it doesn't use Charactermancer.  When a new player logs in for the first time and Welcome Package creates the sheet, or when anyone uses CharacterSheet to create a character sheet, Charactermancer shows up.  How can I change the way character sheets are created? There are a list of changes that I need to make to every character sheet, but I don't know how to edit the default template. 
1535065036
The Aaron
Pro
API Scripter
If you add these lines, it should skip the Charactermancer for characters created in the WelcomePackage script: function createPlayerCharacter(player, name) { let playerId = player.get('_id'); let who = player.get('_displayname'); let characters = findObjs({ _type: 'character', controlledby: playerId }); if(characters.length === 0 || name) { if(!name) name = `${who}'s character`; setTimeout(() => { let character = createObj('character', { controlledby: playerId, inplayerjournals: 'all', name }); createObj('attribute', { name: 'attr_mancer_confirm_flag', characterid: character.id, current: 'completed' }); showCharacterLink(who, character); }, 3000); } } That function starts on line 57 of version 1.1.  A similar change could be made to other scripts. 
As far as I know, I don't have the option to edit the API code. 
You have to find the code on the repository, not use the one-click&nbsp;version. <a href="https://github.com/Cazra/roll20-api-scripts/tree/3dd73404599ac6484794605e3fdae51ab4073f5a/WelcomePackage" rel="nofollow">https://github.com/Cazra/roll20-api-scripts/tree/3dd73404599ac6484794605e3fdae51ab4073f5a/WelcomePackage</a>
1535115804
The Aaron
Pro
API Scripter
You can also use the “Import” button instead of the “Add” button to get the code from the one click.&nbsp;
Are the import and add buttons in Github or Roll20?&nbsp; Also, I can only find version 1.0 of his code on Github. The latest is 1.1. I made my own script by replacing his code with your code and added it to my game and it failed. The code loaded, but it won't create a character sheet.
1535124968
The Aaron
Pro
API Scripter
The "Add Script" and "Import" buttons are on the API Scripts page for a Game, at the bottom of the description of a script you choose in the Script Library tab.
1535125033
GiGs
Pro
Sheet Author
API Scripter
Dr. Frank said: Are the import and add buttons in Github or Roll20?&nbsp; In roll20, on the API Scripts page. When you select a script in the Add Script dropdown there, you can then choose to Import it (this button is suprisingly easy to miss!).&nbsp;
So I have to delete a script totally to go back to seeing these options?&nbsp; Otherwise, I can't see scripts in the dropdown area once they are running in the game.&nbsp;
That worked.&nbsp; The script has to be deleted from the game, and then re-added by way of import.&nbsp; Which makes sense, because now I am responsible for updates.&nbsp; I just tested the code - it works, but still activates the charactermancer.
1535127116
The Aaron
Pro
API Scripter
Just to confirm, it still activates Charactermancer after the addition of that code above?
The Aaron's function is in place of the original CreatePlayerCharacter function and the code loads.&nbsp;
1535128041
The Aaron
Pro
API Scripter
And created characters via the welcome package still prompt for charactermancer?&nbsp; bummer.
I called the function from the CreateACharacter function that gets constructed when welcome package instantiates.&nbsp;
1535128319

Edited 1535128421
(I'm sure you've seen it a million times, but I couldn't not) A-Aron?
1535128487
The Aaron
Pro
API Scripter
ok. Did some digging and discussed with the devs, tested this and it works: function createPlayerCharacter(player, name) { let playerId = player.get('_id'); let who = player.get('_displayname'); let characters = findObjs({ _type: 'character', controlledby: playerId }); if(characters.length === 0 || name) { if(!name) name = `${who}'s character`; setTimeout(() =&gt; { let character = createObj('character', { controlledby: playerId, inplayerjournals: 'all', name }); createObj('attribute', { name: 'l1mancer_status', characterid: character.id, current: 'completed' }); showCharacterLink(who, character); }, 3000); } } Sorry for the confusion!
1535128521
The Aaron
Pro
API Scripter
hahaha.. Pre-zent!&nbsp; =D
Boom - works! Thanks!&nbsp;
1535128625
The Aaron
Pro
API Scripter
To future proof, you can also add in: createObj('attribute', { name: 'mancer_confirm_flag', characterid: character.id, current: '1' }); along side the l1mancer_status attribute creation.&nbsp; In the next release, this will be the flag and value to override the charactermancer taking effect.
noice.
1535138772
Ada L.
Marketplace Creator
Sheet Author
API Scripter
Thanks for finding out about that attribute, Aaron. I'll add that snippet into the next version of Welcome Package.
Apparently so I don't remember seeing it last time I looked.&nbsp; Now I have to see if it's really there, lol. G G said: Dr. Frank said: Are the import and add buttons in Github or Roll20?&nbsp; In roll20, on the API Scripts page. When you select a script in the Add Script dropdown there, you can then choose to Import it (this button is suprisingly easy to miss!).&nbsp;
1535557972

Edited 1535558857
Ada L.
Marketplace Creator
Sheet Author
API Scripter
It seems that the " mancer_confirm_flag" &nbsp;attribute isn't working to disable the Charactermancer for new characters... I've also tried adding in the attributes "l1mancer_status" and "charactermancer_step" to try to disable it, but those aren't working either. I have found that setting "version" does work to disable the Charactermancer though... I guess there's an internal guard that checks if the sheet has a "version" attribute? This should be safe to use, as the OGL sheet overwrites the version anyways to whatever the actual version is. Edit: Nevermind... I needed to set l1mancer_status to "completed" instead of "complete". It works now.