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Cyberpunk RED by Roll20

1767734905
morgdalaine
Roll20 Production Team
Sheet Author
API Scripter
Rossko B. said: Hey, is there any way to activate this button (Reload) with a macro or script? Hey there, the following macro will allow you to activate the reload button: %{Character Name|repeating_weapons_REPROWID_weapon-reload} At the moment you'll need to use the row ID, which can be found by inspecting the repeating row and looking for reprowid in the containing repitem: <div class="repitem" data-reprowid=" -O-Xvfsmk0qAwUMuWIjK ">. we'll have a fix soon to allow you to use index (e.g. $0 for 1st, $1 for 2nd) instead of the reprowid
1767736456

Edited 1767736735
morgdalaine said: Rossko B. said: Hey, is there any way to activate this button (Reload) with a macro or script? Hey there, the following macro will allow you to activate the reload button: %{Character Name|repeating_weapons_REPROWID_weapon-reload} At the moment you'll need to use the row ID, which can be found by inspecting the repeating row and looking for reprowid in the containing repitem: <div class="repitem" data-reprowid=" -O-Xvfsmk0qAwUMuWIjK ">. we'll have a fix soon to allow you to use index (e.g. $0 for 1st, $1 for 2nd) instead of the reprowid Thanks for the quick response! I checked and found the ID but, as I see it, the ID is unique for each character and element or am I missing something. I mean until your fix, there is no way to standartise and use one %{selected|repeating_weapons_REPROWID_weapon-reload} macro for example for each token, we have to make a separate macro for each one right? Because from my experiments just now, it's randomly generated for every token, every weapon, even if i delete the weapon and add the same thing it changes. And the same goes for the Attack button, which i presume is  %{Character Name|repeating_weapons_REPROWID_attack}. Also thanks for the job you're doing!
1767738220

Edited 1767738396
We've run into a weird bug where the Fabricate (and any Tech) role skill version of the skills when rolled will not properly crit or crit fail, the extra dice doesn't roll Also on nomad can't mark a vehicle as in use, toggles back
I have another two problems: 1. When I add a vehicle to a PC, there is a toggle option (In Use). When I try to toggle it ON, it automatically goes to OFF every time on each token I try it on. 2. In the game rules, there is a Wounded condition. The Character/NPC has a -2 or -4 modifier to all checks if it has 50% HP missing or is on 1 or less HP. The problem comes when I create a token template (for example Cop) and want to use it to generate several tokens (several Cops). If I link the tokens' HP to the sheet, any change changes all the tokens' HPs. If I unlink the tokens, there is no HP to track, hence there is no Wounded modifier applied. The only workaround I can think of is to create a separate sheet for each NPC I plan to put into a fight. Am I missing something?
Rossko B. said: I have another two problems: 1. When I add a vehicle to a PC, there is a toggle option (In Use). When I try to toggle it ON, it automatically goes to OFF every time on each token I try it on. 2. In the game rules, there is a Wounded condition. The Character/NPC has a -2 or -4 modifier to all checks if it has 50% HP missing or is on 1 or less HP. The problem comes when I create a token template (for example Cop) and want to use it to generate several tokens (several Cops). If I link the tokens' HP to the sheet, any change changes all the tokens' HPs. If I unlink the tokens, there is no HP to track, hence there is no Wounded modifier applied. The only workaround I can think of is to create a separate sheet for each NPC I plan to put into a fight. Am I missing something? The best workaround I know of is to use the token bars feature. I typically tie bar 1 to HP and bars 2+3 to SP for any armor an enemy might be wearing. You'll see it appear over them when you click on them. Like so: This guy is mortally wounded, so he has his HP at 0, but he still has some SP left over which is 9 and is easily editable. As for handling characters who are seriously/mortally wounded... I typically use one of the color dot token markers to know if I need to apply a penalty. It's an annoying workaround, but it works for me. Hope at least some of this is helpful
Hey choombas, I am currently trying to adapt Nick Olivo's API for a rumor threadmill (Here is the OG Video&nbsp; <a href="https://www.youtube.com/watch?v=UDNs9o0mJco&amp;t=305s" rel="nofollow">https://www.youtube.com/watch?v=UDNs9o0mJco&amp;t=305s</a> )&nbsp;but I am having the problem of not being able to pinpoint exactly how the DnD Skill Name equivalent on the character sheets appear on the Cyberpunk Red Character Sheet on Roll20. I tried the basics (Bribery, Conversation, etc) to no avail. How can I find that? Any help would be much appreciated. Thanks!
I think you should replace "_bonus" with "_total" when writing the script at 14:23, because that's the calculated total sum of the skill in the character sheet (for example&nbsp; @{selected|concentration_total} ). If that doesn't work, ask in the Community-help in Roll20's discord.