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New Dice Rules Have Broken ALL of My Macros

Title says it all.  One example is below (The # are a macro of attribute+attribute and so on.  That marco works when tested).  I love d20, but overhauling the entire dice system without any notice?...Boooooo! /me Kill Them All! /r 1d20 + #Attack /r 1d12r<2 + #Damage
Oh, yes, I should mention, I did uncheck the advanced dice settings
Hmmm...I don't think any of those should now be broken. What are the macros? (What is #Attack and what is #Damage?) If you type in the actual values instead of #Attack (e.g. /r 1d20 + 35 if #Attack were 35) does it work?
It works with actual numbers, but the #Attack is a macro (colored green) that adds all the attributes (colored blue) that make up an attack. It looks like a macro made in the settings column no longer allow you to refer to a macro in a character sheet Here is the character sheet macro: /me swings his axe in a gory arc /r 1d20+Attack vs AC Here is the settings column macro the character sheet refers to: Knossus: Strength + Knossus: HalfLevel + Knossus: A-Other
And just for the record, we're always balancing the need to advance with trying not to screw existing things up. There really was very little existing stuff that shouldn't be working with the new update (mostly related to successes). So it's more likely a bug than something we intentionally broke. :-)
Do you mind telling me the name of the Campaign and if I log in and take a look directly? It would probably be easier to figure out what's going on.
OK, I think it's a bug If your macro refers to an attribute that is a zero, it doesn't work.  For example above, if Str=5, Half Level =6, and A-Other=0, it fails.  If you set the A-Other = 9, then it works just fine
Okay, yeah, this is a bug we're aware of. If you do + 0 for some reason, it's broken. I think this should be fixed tomorrow. Sorry about that.
The campaign is <a href="http://app.roll20.net/campaigns/details/34250" rel="nofollow">http://app.roll20.net/campaigns/details/34250</a> I know you didn't intentionally break anything; but we're playing tonight...a little lead time to make sure everything works would be nice.
No problem.&nbsp; We'll just make sure to subtract everything for tonight
Go ahead and try it again, I think it's fixed now. Knossus said: I know you didn't intentionally break anything; but we're playing tonight...a little lead time to make sure everything works would be nice. It's always someone's game the night the update comes out... :P
Works now.&nbsp;&nbsp; Awesome, thanks! oh, and, Rock Chalk.
Knossus said: Works now.&nbsp;&nbsp; Awesome, thanks! oh, and, Rock Chalk. :-)
1361250120
Keith
Pro
Marketplace Creator
Riley, I run the services organization for a software company and I can tell you that this is great customer service. &nbsp;Makes me very glad to support you guys. &nbsp;Well done, Mate, you should be proud.
Thanks Keith, everyone around here works hard (Riley harder than most) to make Roll20 great. Sadly, due to the global nature of things an update is always going to be right before someone's game. Thats why we try to be really active in these forums and as responsive as possible to people's problems. We're all gamers too and know how much it sucks to have your game interrupted or broken.
I'm liking the changes ^.^&nbsp; 3 cheers
sorry, I think that i have a similar problem, when i roll from the character sheet nothing appears at chat log. I see the dices but not the result or text I tried to add a new ability onlr with /r 1d6 to check if there was some issue with the former abilituiesm but even so it does not work. It is not more possible to launch dices from character sheet?
I believe it should work, if you can open up your browser's debug console look for a string that looks like "E parseRollString: 1d6" after you click on your macro and paste it here.
It happens in firefox and in chrome. I created a new ability in a character sheet with only the next line /roll 1d6 I see the dicebut i do no see any results in the chat log here i copy what appears in chrome debug console E parseRollString: 1d6 app.js:16 [RollExpression] app.js:16 ValidatedRollExpression{type:"V",rolls:Array[1],resultType:"sum"} app.js:16 {"type":"V","rolls":[{"type":"R","dice":1,"sides":6,"mods":{}}],"resultType":"sum"} app.js:16 L parseRollString: 1 expressions from: 1d6 app.js:16 1d6 - E doRolls app.js:16 Roll d6 app.js:29 1d6 - L doRolls app.js:16 executing group roll! app.js:29 done with mesh! app.js:30 heard external roll! app.js:29 Already rendering, can't show dice roll! app.js:29 shape is ready app.js:30 dice is now at rest. app.js:29 1d20 - E individualRollCallback(0) 13 app.js:16 Uncaught All 1 tasks have already been completed for: rollCompleteCallback
Can you try turning off 3D dice and see if that makes any difference? I'm also wondering if you had multiple concurrent rolls I see the original roll is for 1d6 but the log shows a 1d20 being rolled as well.
turning off 3d dice doe snot make difference. I find one possible source of error, I use attribute also for the bonus, it seems that if bonus is +1 (with +1) then /r 1d20+@bonus is 1d20++1 and it crash. But it works if it is 1d6+-1. It looks like double ++ does that the results does not go to the chat roll and it waits for some further commands, and after this points no more rolls are shown
Yeah for attributes with positive numbers that I use in a dice expression I do not include a +.