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Statusinfo display of text

I just installed Statusinfo to play around with it.  It just tried to set a couple of statusmarkers like Paralyzed and Blinded and got weird output in the chatbox: Note the strange characters in instead of the apostrophe in the word "can't".  Can anyone tell me why it's doing that and how to fix it?  Thanks.
Looks like it might be a "curly quote" from a word processor program instead of a plain quote.
It is a result of how the StatusInfo script is coded. Need to use the HTML code for special characters in text entries (such as ' { }, etc) I recently switched to a script that combines StatusInfo and Combat Tracker - Combat Master. It is coded differently to allow the special characters without any special formatting. You can find the forum page  here . Combat Master is very well written and has a lot more features and abilities than either of its predecessors.
Saul, here is my export from Status Info from an old game, maybe it can provide you some help.   {"config":{"command":"condition","userAllowed":false,"userToggle":false,"sendOnlyToGM":false,"showDescOnStatusChange":true,"showIconInDescription":true,"firsttime":false},"conditions":{"blinded":{"name":"Blinded","description":"<p>A blinded creature can’t see and automatically fails any ability check that requires sight.</p> <p>Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.","icon":"bleeding-eye"},"charmed":{"name":"Charmed","description":"<p>A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical effects.</p> <p>The charmer has advantage on any ability check to interact socially with the creature.</p>","icon":"chained-heart"},"deafened":{"name":"Deafened","description":"<p>A deafened creature can’t hear and automatically fails any ability check that requires hearing.</p>","icon":"screaming"},"frightened":{"name":"Frightened","description":"<p>A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight.</p> <p>The creature can’t willingly move closer to the source of its fear.</p>","icon":"tread"},"grappled":{"name":"Grappled","description":"<p>A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.</p> <p>The condition ends if the Grappler is <i>incapacitated</i>.</p> <p>The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.</p>","icon":"padlock"},"incapacitated":{"name":"Incapacitated","description":"<p>An incapacitated creature can’t take actions or reactions.</p>","icon":"interdiction"},"invisibility":{"name":"Invisibility","description":"<p>An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves.</p> <p>Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.</p>","icon":"half-haze"},"paralyzed":{"name":"Paralyzed","description":"<p>A paralyzed creature is *incapacitated*.</p> <p>The creature can’t move or speak.</p> <p>The creature automatically fails Strength and Dexterity saving throws.</p> <p>Attack rolls against the creature have advantage.</p> <p>Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</p>","icon":"archery-target"},"petrified":{"name":"Petrified","description":"<p>A petrified creature is transformed, along with any non magical object it is wearing or carrying, into a solid inanimate substance (usually stone). Its weight increases by a factor of ten, and it ceases aging.</p> <p>The creature is *incapacitated*.</p> <p>The create can't move or speak, and is unaware of its surroundings.</p> <p>Attack rolls against the creature have advantage.</p> <p>The creature automatically fails Strength and Dexterity saving throws.</p> <p>The creature has Resistance to all damage.</p> <p>The creature is immune to poison and disease, although a poison or disease already in its system is suspended, not neutralized.</p>","icon":"aura"},"poisoned":{"name":"Poisoned","description":"<p>A poisoned creature has disadvantage on Attack rolls and Ability Checks.</p>","icon":"drink-me"},"prone":{"name":"Prone","description":"<p>A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition.</p> <p>The creature has disadvantage on Attack rolls.</p> <p>An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.</p>","icon":"back-pain"},"restrained":{"name":"Restrained","description":"<p>A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed.</p> <p>Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.</p> <p>The creature has disadvantage on Dexterity saving throws.</p>","icon":"fishing-net"},"stunned":{"name":"Stunned","description":"<p>A stunned creature is *incapacitated*.</p> <p>The creature can’t move, and can speak only falteringly.</p> <p>The creature automatically fails Strength and Dexterity saving throws.</p> <p>Attack rolls against the creature have advantage.</p>","icon":"broken-shield"},"unconscious":{"name":"Unconscious","description":"<p>An unconscious creature is *incapacitated*.</p> <p>The creature can’t move or speak, and is unaware of its surroundings.</p> <p>The creature drops whatever it’s holding and falls *prone*.</p> <p>The creature automatically fails Strength and Dexterity saving throws.</p> <p>Attack rolls against the creature have advantage.</p> <p>Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.</p>","icon":"sleepy"},"dying":{"name":"Dying","icon":"death-zone","description":"<p>A dying creature suffers from the *unconscious* condition, and needs to start making Death Saves!</p> <p>On its upcoming turns, it must roll a d20:</p> <p>**20** = Regain 1 hp</p> <p>**10-19** = Success</p> <p>**2-9** = Failure</p> <p>**1** = Two failures</p> <p>Taking damage gives a failure.</p> <p>A Critical Hit gives two failures.</p> <p>Three successes means the creature has become stable.</p> <p>Three failures means the creature has died.</p>"},"exhausted":{"name":"Exhausted","icon":"frozen-orb","description":"<p>The creature suffers a level of exhaustion.</p> <p>Exhaustion is measured in six levels:</p> <p>**1** Disadvantage on ability checks</p> <p>**2** Speed is halved</p> <p>**3** Disadvantage on attack rolls and saving throws</p> <p>**4** Hit point maximum is halved</p> <p>**5** Speed reduced to 0</p> <p>**6** Death</p>"},"bardic-inspiration":{"name":"Bardic-Inspiration","description":"<p>Once within the next 10 minutes, you can roll the Bardic Inspiration die and add the number rolled to one ability check, attack roll, or saving throw you make.</p> <p>You can wait until after you roll the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails.</p> <p>Once the Bardic Inspiration die is rolled, it is lost.</p> <p>You can have only one Bardic Inspiration die at a time.</p>","icon":"black-flag"}}}
All: I'm waiting for Combat Master to hit the script library so I know I have an "official" copy and the documentation to go with it.  Then some time to play with it.  I played with Combat Tracker and immediately removed it since it didn't do anything I liked.  I'm hoping Combat Master is better.  But that's not entirely relevant to this thread. :-) Patrick: Thanks.  I might take your code and use it.  Or I might just pull the relevant info from the compendium as needed.  Or maybe wait and see what Combat Master has.  I haven't decided yet.  It'd be nice if things like Statusinfo worked correctly out of the box... especially when it's in the official script library.  I wonder why this hasn't been reported and fixed?  
The person who built StatusInfo is MIA, which is why someone else has taken the scripts and is expanding on the two of them. You should be able to edit the text for the status conditions through the chat menu in game for StatusInfo.
1585492178
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Note that if you are adding a condition description manually, you do  have to escape commas by entering them as {,} I believe. It might be {{,}}
Thanks all.  I don't think I'm going to need it for my next game session which gives me a week to make the corrections.