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Major Updates to Mod Scripts Coming in March

Thanks so much for the replies and effort! Just wanted to get the script sense-checked to ensure I wasn't flogging a dead horse! Thanks a million! I'll see about fixing it now on my side.
1718406650
The Aaron
Roll20 Production Team
API Scripter
I've deployed a version to Experimental which fixes the toFront()/toBack() behavior.  We've also streamlined the Experimental deploy process so I should be able to iterate more quickly on updates. Cheers!
toFront() is working correctly in my mod's now. Thanks!
While working in my game today while setting up encounters. I decided to enable the experimental sandbox just to try things out and noticed this come up in the chat: I deleted the duplicate journal entries that were created, exited the game and went back to the  old sandbox: no new PathEditor entries. I exited the game, enabled the experimental sandbox again, then entered the game again: same message and found another new journal entry. It's not a big deal to delete the duplicates, but I thought it worth mentioning.
1718805275
The Aaron
Roll20 Production Team
API Scripter
That is peculiar, thanks for bringing it up, I'll try to reproduce it. 
1719024943
David M.
Pro
API Scripter
Just now seeing this. Aaron, here's the link to the latest PathEditor code in case you need it.
1719582439

Edited 1719582522
Richard @ Damery
Pro
API Scripter
I posted an issue about the Experimental Sandbox version of findObjs() not finding handouts back on May 26th. Rather than repeat the post, here's the link:&nbsp; <a href="https://app.roll20.net/forum/permalink/11916069/" rel="nofollow">https://app.roll20.net/forum/permalink/11916069/</a> It is still the case that findObjs() is behaving differently for finding handouts in the Experimental &amp; Default sandboxes. Is this on the plan to be fixed? Or perhaps I have missed a note about a change that I need to make to the call? I've also now done some multi-player, large campaign testing of the RPGMaster suite of mods (RoundMaster, InitMaster, AttackMaster, MagicMaster, CommandMaster, and the RPGMaster Library, all loaded using RPGMaster Suite on one-click), and in the Experimental Sandbox in multi-player mode in a large campaign the APIs are unplayable. Everything is incredibly slow, taking in excess of 1 minute to respond to an api command such as !init --menu. Is this because this is a very large suite of Mods (mainly because of the embedded data for AD&amp;D2e version of a compendium)? The suite of APIs work absolutely fine in the Default sandbox and JumpGate for the same campaign. Everything works wonderfully smoothly in JumpGate by the way - love the interface upgrades!
I can confirm that the RPGMaster suite is still creating multiple handouts at this moment. As a user of CombatMaster myself, i can confirm that CombatMaster is not creating multiple handouts at this moment. CombatMaster uses: let handout = findObjs({_type:'handout', name:title}) versus the snippet provided from RPGMaster: let dbCS = findObjs({ type:'handout', name:obj.name },{caseInsensitive:true}); AFAIK the goal is to achieve backwards compatibility.
1723079410
Andrew R.
Pro
Sheet Author
Since I'm running Experimental Sandbox all the time, I think it's best to post this here. I've been getting this error message: "WARNING: Removed disallowed tags [1]. [Roll20 character -O3U5qN0vg8k0sfxxHNl]" I suspect it's from TokenMod. My Mods are simply the MetaScriptToolbox, TokenMod, TokenNameNumber, &amp; ScriptCards.
1726744613
Andrew R.
Pro
Sheet Author
I tried using the Experimental Sandbox as usual, but it doesn't start at all. This is in a non-Jumpgate Classic game, using MetaScriptToolbox, TokenNameNumber, TokenMod, &amp; ScriptCards, and The One Ring 2e Character Sheet. I switched back to Default and the Sandbox started up OK.
1726751342
The Aaron
Roll20 Production Team
API Scripter
Sorry! I don't know how I missed all these posts in the last few months, but I'll repro them, then come back and address them this weekend.&nbsp;
1727322536
Andrew R.
Pro
Sheet Author
Today (Thu 26 Sep 2024 03:44:51 UTC) I cannot get the Mods (API) Sandbox to start in either Default or Experimental setting. The game I'm testing with is my 13G Library game: <a href="https://app.roll20.net/campaigns/details/2117951/13g-library" rel="nofollow">https://app.roll20.net/campaigns/details/2117951/13g-library</a> I'm using Firefox 130.0.1 (64-bit) on macOS Monterey Version 12.7.6 &amp; Mac mini (Late 2014)
I'm having trouble with the TurnMarker1 API in that it is no longer pulling my screen to the current turn token. Any fixes for this?
Brannen P. said: I'm having trouble with the TurnMarker1 API in that it is no longer pulling my screen to the current turn token. Any fixes for this? If it's a jump gate game, then currently the answer is no.
1730483895
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
API-instigated Ping pulling is currently broken in Jumpgate. We have to wait for a fix from the Dev team.
Does anyone know if Roll20 has plans to make API scripts work with the 2024 sheets or if they’ve communicated anything about it? I’d really love to use mods in my games, but I started with the 2024 sheets and now feel like I’m stuck without any good options. I know people might suggest switching to the 2014 sheets, but I genuinely like the new design more, and so do my players. It’s just frustrating not being able to use scripts to add more functionality and flair. Hoping for some news or tips!