Okies, I've merged an updated version: <a href="https://gitlab.com/ooshp/autoButtons/-/blob/development/autoButtons.js" rel="nofollow">https://gitlab.com/ooshp/autoButtons/-/blob/development/autoButtons.js</a> Squashed a few bugs, but mostly just updated styles which got embiggened at some point when R20 changed the site REM. The buttons and menus should be a more appropriate size. In case anyone actually liked the inflated version, there's a new setting: --size (or --basesize). This defaults to 1.0 but can be set anywhere between 0.5 and 3.0. So you can have itty bitty buttons, or gigantic buttons. e.g: !autobuttons --size 1.5 If you happen to have any custom buttons, they'll still have hard-coded font sizes saved in their config. You can set them to the new default styles with: !autobut --editbutton {{name=myButton}} {{style=color: blue;}} replacing "blue" with whatever color the button should be. Or just {{style=}} if the button should be the standard dark red. Let me know if there's any issues remaining. I don't use R20 (or any VTT) any more, and I've only got passing knowledge of the 2024 changes - both core rules and Roll20's implementation. I also couldn't get spells to upcast their damage properly, but I'm running on the assumption that they'll still have the same total damage in the top right corner, so they should work fine. @Keith - I remember you finding issues with the display on Mac due to OS-level font handling... I'd be interested to see if the new styles are any better, but won't be near a Mac for a few days. Also, side note: there's nothing structural or semantic in the sheet's roll output that indicates what the roll is supposed to be. I've had to rely on a regex scan for damage type (e.g. Bludgeoning, Fire) appearing in the right place to determine if something is a damage roll. It's possible this might cause some false positives somewhere, since I haven't used the sheet extensively.