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[Script] Combat Assistant: Animated Combat, Automated Attacks & Spells, AoE, Concentration Track, Damage & Healing | D&D 2014/2024

1790400874
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, I've think you've just taken this to another level. Amazing work. The player turn card usable at will and the compact sheet additions have allowed me to drop 4 or 5 macros for all players. Good to know it's making things easier for you and your players. That's the goal of both scripts, to speed up the session and make things a little easier for both players and DMs. V1.2.11 - Combat Assistant Code This is not a big deal, jut minor fixes, I've changed a few things in the code, like the initiative roll, which was using the CA Roll Card instead of the sheet request. I also made Dodge, Disengage, and Dash usable outside of your turn for narrative purposes, and fixed a few minor visual details. I'm preparing CA to support the new T&T. It won't include CA yet, so you'll have to use both scripts for a while. If you haven't seen the T&T updates on Patreon yet, you should check them out. It's going to turn your campaigns into something amazing.
CA 1.2.10 worked perfect in my game last night. Not a single glitch from your mods, game ran so smooth it shocked me. There was only one lag spike that I recall from roll20. The rotating turn marker seemed to run much more smoothly then the webm did. Some players still getting used to not having to look at the sheet so much but they are getting used to it. As for myself, I only opened one monster sheet and that was because I forgot to initialize it. lol I saw the preview of T&T on your patreon and can't wait. KEYS, Has me excited and the shop improvements are wonderful as well.
Amadeus, Great job !
Amadeus, Everything is working so well and so quickly. I have one little niggle that I just can't resolve. In the settings I've changed temp hp to bar 0 and also tried bar 4 which we don't use and re initialised the characters. Despite this every time I copy/paste players from one map to another or drag them form the journal to the map the tokens appear with a yellow dot and bar 3 set to temp hp. Any ideas what I'm doing wrong ? 
1790773649

Edited 1790779357
AmadeusVF
Pro
API Scripter
Cron said: I saw the preview of T&T on your patreon and can't wait. KEYS, Has me excited and the shop improvements are wonderful as well. There is something new with this :D Serge said: Amadeus, Great job ! Thank you FFR said: Amadeus, Everything is working so well and so quickly. I have one little niggle that I just can't resolve. In the settings I've changed temp hp to bar 0 and also tried bar 4 which we don't use and re initialised the characters. Despite this every time I copy/paste players from one map to another or drag them form the journal to the map the tokens appear with a yellow dot and bar 3 set to temp hp. Any ideas what I'm doing wrong ?  That's for sure T&T, change the setting on the token defaults and re-initialize the token or turn off the setup on spawn setting.
Amadeus, Thanks for that. I hadn't thought of checking the T&T settings. Have made the setting adjustment and cleared the tokens and all good now.
Hi Amadeus, I have a problem when CA detects 2 areas for the same spell: if I delete one of the token (as suggested by the displayed card) the TWO area token are deleted (whetever th 1rst deleted) Example: Faerie Fire Modify spell : put a 0d4 damage the spell is tracked by CA and two token area are displayed - normal one (20 feet cube) - supplemental one (10 feet radius for the dim light emmitted by those failing ST) if I delete the 10 feet radius area token, the two token are deleted
1790971032
AmadeusVF
Pro
API Scripter
Serge said: Hi Amadeus, I have a problem when CA detects 2 areas for the same spell: if I delete one of the token (as suggested by the displayed card) the TWO area token are deleted (whetever th 1rst deleted) Example: Faerie Fire Modify spell : put a 0d4 damage the spell is tracked by CA and two token area are displayed - normal one (20 feet cube) - supplemental one (10 feet radius for the dim light emmitted by those failing ST) if I delete the 10 feet radius area token, the two token are deleted That's a good catch, and with your details I could replicate the issue, and I know where the problem is, I'll fix that thank you, and your workaround to make CA to roll spells like Faeri Fire is pretty smart, good job.
1791056438

Edited 1791058761
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hey AmadeusVF! First off, this looks really cool. I am considering replacing 2-3 other scripts and migrating to this one. I have some questions, though. In my group, there are four other players who are also dungeon masters. For this reason, I tend to whisper all NPC rolls. There's just too much detective work they are capable of ("Hey, that humble old sage is +10 to hit! And the description text says 'Gold Dragon'"). No matter what setting I use, the Combat log shows to the players. ("Target takes10 lightning damage"). Or I would want them not to know that the enemy has resistance to their fire-based attacks. I would prefer for them to not see anything the script sends to chat. "Public Presentation Card OFF"  doesn't seem to do the trick. Am I missing a setting?
1791073762

Edited 1791075646
AmadeusVF
Pro
API Scripter
keithcurtis said: Hey AmadeusVF! First off, this looks really cool. I am considering replacing 2-3 other scripts and migrating to this one. I have some questions, though. In my group, there are four other players who are also dungeon masters. For this reason, I tend to whisper all NPC rolls. There's just too much detective work they are capable of ("Hey, that humble old sage is +10 to hit! And the description text says 'Gold Dragon'"). No matter what setting I use, the Combat log shows to the players. ("Target takes10 lightning damage"). Or I would want them not to know that the enemy has resistance to their fire-based attacks. I would prefer for them to not see anything the script sends to chat. "Public Presentation Card OFF"  doesn't seem to do the trick. Am I missing a setting? Hello Keith. The Combat Log cards are currently public no matter what, but I was about to publish the new release when I saw your comment, so I took a step back and added some new privacy settings for them. so the next update have the option to hide the combat log.
1791075342

Edited 1791076588
AmadeusVF
Pro
API Scripter
Changelog V1.2.12 - Combat Assistant Code Fixed Dual marker remover issue Added !ca combat-special for bonus actions Added Actions resource consuption. Turn Card Improvements, it now include Compact Sheet and Special actions in the list.(the Dodge and Disengage are still in the compact sheet) Improve Token source only in objects layer. Added Privacy settings. Turn card use token name instead of sheet name. NPC Resources management  (NPC tokens can have particular resources without consuming the resources form the sheet) there are 3 condition for this, 1. The NPC Resource Management Setting is ON 2. The character sheet do not have a player asigned. 3. Do not have HP linked in the token. that information is stored in the token's gm notes (it do not erase what you have there, it only add the information as a new line)
1791083647
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Thanks for the update! I think this will be very useful in streamlining the bookkeeping part of combat, and I like to keep stuff like this out of player-facing chat, in order to improve immersion. I think this will be perfect. If you are interested, I have a trick I learned from the Aaron about how to add hidden text to a token's GMNote. I use it in my Token Home script. It can't be accidentally edited away, at least not easily. It's not visible to the user, only the API. So folks using token notes for things like Supernotes won't ever see it.
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Edited 1791122889
FFR
Pro
Amadeus, This just better and better. Have you considered adding a second row of buttons to the turn card. That way you could add back dodge and disengage and also add bonus actions. I think this will give access to pretty much everything the character can do when their turn comes up. Also I wonder if there's a couple of further things you might consider:- Adding free actions in a similar method to bonus actions. I'm thinking Action Surge and similar - Just seen this is all under the special actions Using the turn card to report on any conditions that might be in play A method of adding different templates for individual spells. A fireball template for fireball, entangle template for entangle etc. Obviously not wanting to create unnecessary work on top of all the great work you've already done.
Hi Amadeus, I have two more issues for you: - 1 bug (I think so): a token area of 5 feet cube is displayed as a 10 feet cube - 1 suggestion: It would be fine if spell with ST but "None" in the ST drop box could be treated as "always failing ST" As usual, screen shots follow ("Cloud of dagger" spell as an example)
1791154066
AmadeusVF
Pro
API Scripter
Hello everyone, keithcurtis said: Thanks for the update! I think this will be very useful in streamlining the bookkeeping part of combat, and I like to keep stuff like this out of player-facing chat, in order to improve immersion. I think this will be perfect. If you are interested, I have a trick I learned from the Aaron about how to add hidden text to a token's GMNote. I use it in my Token Home script. It can't be accidentally edited away, at least not easily. It's not visible to the user, only the API. So folks using token notes for things like Supernotes won't ever see it. That would be useful for T&T, because I try to use the HTML code <!-- --> but if you add information manually to the token is like the data in <!-- --> lost its format or am I doing something wrong? if you have another way please, that could help me :).  FFR said: Amadeus, This just better and better. Have you considered adding a second row of buttons to the turn card. That way you could add back dodge and disengage and also add bonus actions. I think this will give access to pretty much everything the character can do when their turn comes up. Also I wonder if there's a couple of further things you might consider:- Adding free actions in a similar method to bonus actions. I'm thinking Action Surge and similar - Just seen this is all under the special actions Using the turn card to report on any conditions that might be in play A method of adding different templates for individual spells. A fireball template for fireball, entangle template for entangle etc. Obviously not wanting to create unnecessary work on top of all the great work you've already done. The disengage and dodge were supposed to have effect, like CA could tell the DM when a token move and generate Opportunity attacks, the disengage will avoid that, and the dodge could reroll an attack whe nyou try to hit a creature that has the dodge action, but that's something I would add later in future updates so the second row will appear eventually. About the condition, Yes, it will be added for next update with the capability to roll spells like sleep and faeri fire and apply the condition on fail. and what you mean with the template? Serge said: Hi Amadeus, I have two more issues for you: - 1 bug (I think so): a token area of 5 feet cube is displayed as a 10 feet cube - 1 suggestion: It would be fine if spell with ST but "None" in the ST drop box could be treated as "always failing ST" As usual, screen shots follow ("Cloud of dagger" spell as an example) About the Bug, it is not a bug I used the D&D Beyond AOE ruler for this. like the spell says "centered in a point" I guess it fall in this condition. but I guess I can make those areas editable as well. About the suggestion, With that I had the same problem that I have with Magic Missile, it do not expose the information I need on the chat, so to cover them I probably need to code each spells like them, the Only way I found that worked for me is, if you cast the spell from the "!ca spells" from there I can get the information "Auto hit" from the sheet and prepare the button and when you press it, I already have the information for magic missile and cloud of dagger, etc. but it wont work if you do it from the sheet because the roll itself don't say it is a "Auto Hit" it is just damage. but If you don't mind, I can do it like that, if you cast the spell from "!ca spell" it will give the Damage Card for each magic missile or cloud of dagger, etc. PS:  - I just update the code, to fix an issue when using "!ca resources" in a NPC token will duplicate the metadata. - I'll send the PR for T&T V:2.3.3 in a few hours (I hope, I'm still running test in some shops), so I'll be posting the update in the forum when it is ready.
1791158779
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
AmadeusVF said: Hello everyone, keithcurtis said: Thanks for the update! I think this will be very useful in streamlining the bookkeeping part of combat, and I like to keep stuff like this out of player-facing chat, in order to improve immersion. I think this will be perfect. If you are interested, I have a trick I learned from the Aaron about how to add hidden text to a token's GMNote. I use it in my Token Home script. It can't be accidentally edited away, at least not easily. It's not visible to the user, only the API. So folks using token notes for things like Supernotes won't ever see it. That would be useful for T&T, because I try to use the HTML code <!-- --> but if you add information manually to the token is like the data in <!-- --> lost its format or am I doing something wrong? if you have another way please, that could help me :).  This is what I use, and it seems to survive manual edits, even a select all-delete. In TokenHome, the locations are stored as plain text inside a hidden <div> in the token's gmnotes property. Nothing is kept in state or in attributes. Only the script can touch this block. <div style="display:none"> TOKENHOME L1:1225,840,objects L2:-350,210.5,gmlayer </div> display:none keeps the block from showing when the GM views the notes in the token's settings dialog. It's still in the raw HTML. TOKENHOME is the marker that identifies the block. When the script checks or updates data, it only matches a hidden div whose content starts with that word, so other hidden divs in the notes are ignored. Then I just store whatever data is needed. Marking the block is pretty important, I think. It means that I wouldn't accidentally overwrite whatever you are storing for Combat Assistant.
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Hi Amadeus, Thanks for your replies. 1: "Cloud of daggers" area of effet I searched the web and found there is a big difference between 2014 and 2024 rules <a href="https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/154885-interpreting-cloud-of-daggers" rel="nofollow">https://www.dndbeyond.com/forums/dungeons-dragons-discussion/rules-game-mechanics/154885-interpreting-cloud-of-daggers</a> "at least 1/2 square shoud be in the aoe for the creatures in the square to be affected" - 2014&nbsp; applies only spherical aoe &nbsp; &nbsp; So the 10 feet area is the result of a 5 feet cube, centered on an intersection with the rule "if the aoe of a cube touch a square, all the square is affected" - 2024 applies to ALL aoe &nbsp; I think that when 2024 rules are used, the "Cloud of Daggers" aoe should be an 5 feet square only (and not a 10 feet) &nbsp; With these rules, you can't center the aoe on a square intersection: it whould result in a "not any one target" (only 1/4 of a square) &nbsp; but you can center on a square center (1 target) or on the middle of a square side (2 targets) 2: "auto-hit" spells, It would be really great if auto-hit spells could be "CA tracked" when cast from !ca spells card&nbsp;
Amadeus, Going back to the earlier comment A method of adding different templates for individual spells. A fireball template for fireball, entangle template for entangle etc. when you cast fireball spell the white rotating circle (not sure how better to describe it) appears for the player to position before applying the damage to affected tokens. It's the white circle that I was suggesting could be replaced with a specific image for individual spells. So when casting fireball an image of a fireball comes up instead of the white circle. I have art work for spell affects for most/all spells and it would be great to use this artwork if possible but like I said I don't want to create a load of work on top of what you have already done.&nbsp;
1791220798
AmadeusVF
Pro
API Scripter
keithcurtis said: This what I use, and it seems to survive manual edits, even a select all-delete. In TokenHome, the locations are stored as plain text inside a hidden &lt;div&gt; in the token's gmnotes property. Nothing is kept in state or in attributes. Only the script can touch this block. &lt;div style="display:none"&gt; TOKENHOME L1:1225,840,objects L2:-350,210.5,gmlayer &lt;/div&gt; display:none keeps the block from showing when the GM views the notes in the token's settings dialog. It's still in the raw HTML. TOKENHOME is the marker that identifies the block. When the script checks or updates data, it only matches a hidden div whose content starts with that word, so other hidden divs in the notes are ignored. Then I just store whatever data is needed. Marking the block is pretty important, I think. It means that I wouldn't accidentally overwrite whatever you are storing for Combat Assistant. Thank you!, I have been testing with this and it looks like it keeps the data without losing it. Serge said: Hi Amadeus, Thanks for your replies. 1: "Cloud of daggers" area of effect. 2: "auto-hit" spells, It would be really great if auto-hit spells could be "CA tracked" when cast from !ca spells card&nbsp; I would Include that in the next update after T&amp;T. FFR said: when you cast fireball spell the white rotating circle (not sure how better to describe it) appears for the player to position before applying the damage to affected tokens. It's the white circle that I was suggesting could be replaced with a specific image for individual spells. So when casting fireball an image of a fireball comes up instead of the white circle. I have art work for spell affects for most/all spells and it would be great to use this artwork if possible but like I said I don't want to create a load of work on top of what you have already done.&nbsp; That sound like a good visual effect, I can't imagine how to do it without coding each spell name but that can be something fragile in the code, I will check the spells descriptions to see if I can find something they have in common to try to cover this.
1791221080
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
AmadeusVF said: FFR said: when you cast fireball spell the white rotating circle (not sure how better to describe it) appears for the player to position before applying the damage to affected tokens. It's the white circle that I was suggesting could be replaced with a specific image for individual spells. So when casting fireball an image of a fireball comes up instead of the white circle. I have art work for spell affects for most/all spells and it would be great to use this artwork if possible but like I said I don't want to create a load of work on top of what you have already done.&nbsp; That sound like a good visual effect, I can't imagine how to do it without coding each spell name but that can be something fragile in the code, I will check the spells descriptions to see if I can find something they have in common to try to cover this. Since there are a non-trivial number of spells that might have custom images, and most sets of custom images probably don't cover all these, maybe an exception list? Place a template image on the VTT. Run a CA command. It asks for the spell name and reads the size and image URL and keeps the list in state? You could also have a manage button which lists all the graphics in state with a purge, or maybe a replace command?
1791226633
AmadeusVF
Pro
API Scripter
keithcurtis said: Since there are a non-trivial number of spells that might have custom images, and most sets of custom images probably don't cover all these, maybe an exception list? Place a template image on the VTT. Run a CA command. It asks for the spell name and reads the size and image URL and keeps the list in state? You could also have a manage button which lists all the graphics in state with a purge, or maybe a replace command? That makes sense. I actually already have a UI that can do it. Then, whenever CA detects that spell being cast, it can check the saved list and use the custom image if one has been assigned. Thank you for the suggestion! I'll work on it over the next few days.
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Edited 1791364038
Hi Amadeus, Yet another issue CA seems to be not very comfortable with "0dx" damages on concentration rerolls: they are converted in "1dx" damages. I know that my "0dx damage" spell modification is a trick, but it would be very usefull if CA could compute this "mathematically" (=&gt; 0) The "!ca spells" command shows the wrong damages too Thanks a lot if possible
1791427517
AmadeusVF
Pro
API Scripter
Serge said: Hi Amadeus, Yet another issue CA seems to be not very comfortable with "0dx" damages on concentration rerolls: they are converted in "1dx" damages. I know that my "0dx damage" spell modification is a trick, but it would be very usefull if CA could compute this "mathematically" (=&gt; 0) The "!ca spells" command shows the wrong damages too Thanks a lot if possible Yeah working on it, thank you. I'll have the new version with all changes this weekend I hope.
I've just now gotten around to installing and experimenting with Combat Assistant. It's very nice! Thank you. I think your mod is going to see plenty of use in my games.
Hi Amadeus, I think it would be fine to add the macro "!tntPlayer shapes" to the token setup NPC recipe (many monsters are shapechangers...)
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Edited 1791568250
AmadeusVF
Pro
API Scripter
Sero said: I've just now gotten around to installing and experimenting with Combat Assistant. It's very nice! Thank you. I think your mod is going to see plenty of use in my games. Have fun with it :) Serge said: Hi Amadeus, I think it would be fine to add the macro "!tntPlayer shapes" to the token setup NPC recipe (many monsters are shapechangers...) Do you mean the default settings in the code for newly created ones? Because, in case you haven't noticed (and I haven't uploaded the guide yet), you can actually edit existing recipes and even create new ones to configure special tokens however you need. PS: to add a macro with @{} use a * in the middle @*{selected|hp} (the script will take the macro without the * and this avoid Roll20 chat to execute the command)
Amadeus, I have already done the "New recipe" and/or the "NPC" recipe modification I would suggest that the default "NPC" recipe should contain the "!tntPlayer shapes" macro
1791692460
AmadeusVF
Pro
API Scripter
First, Someone knows why I can not edit the first page of the post to update all the new features? FFR said: when you cast fireball spell the white rotating circle (not sure how better to describe it) appears for the player to position before applying the damage to affected tokens. It's the white circle that I was suggesting could be replaced with a specific image for individual spells. So when casting fireball an image of a fireball comes up instead of the white circle. I have art work for spell affects for most/all spells and it would be great to use this artwork if possible but like I said I don't want to create a load of work on top of what you have already done.&nbsp; keithcurtis said: Since there are a non-trivial number of spells that might have custom images, and most sets of custom images probably don't cover all these, maybe an exception list? Place a template image on the VTT. Run a CA command. It asks for the spell name and reads the size and image URL and keeps the list in state? You could also have a manage button which lists all the graphics in state with a purge, or maybe a replace command? This was an amazing idea! The template is working perfectly and really adds more personality to combat. Changelog V1.2.13 - Combat Assistant Code - New Spell Templates : assign custom Roll20 images to spell area markers. Templates can be added, edited, removed, imported, and exported with CA Settings. - New Token Marker Settings: configure markers for standard D&amp;D conditions. Failed saving throws can automatically apply the configured marker when enabled, with concentration-aware cleanup. - Support save-only spells : better handling for spells such as Sleep, Charm Person, Faerie Fire, and other effects that do not deal damage. - New Only Damage Card setting : standalone Damage rolls can generate a direct Hit / Miss / Edit card without requiring an Attack roll. Generic Only Damage cards are now GM-only. - Automatic auto-hit spell detection : CA can recognize supported auto-hit spells directly from the character sheet, recover their range, duration, area, and concentration information, and process their Damage. - Improved concentration handling: repeated damage from the same concentration spell no longer restarts the concentration or resets its duration. - Improved concentration recall: damaging concentration areas can roll fresh damage, while control/save-only areas show only the appropriate End control. - Cleaner concentration tooltips: token tooltips now show only the spell name and remaining duration instead of internal tracking metadata. - New GM-Only Concentration Tooltip setting: optionally make active concentration tooltips visible only to the GM while preserving and restoring the token's previous tooltip privacy setting. - Improved concentration condition cleanup: CA only removes and reports condition markers that actually belong to the concentration being ended. - Area parsing improvements: corrected 5-foot cube/square sizing. - Fixed explicit 0dX effects: Beacon damage/healing effects with zero dice are no longer incorrectly converted to 1dX. - Turn Next fix: fixed an intermittent issue where Turn Next could repeat the same token when custom Turn Order entries or deleted/stale tokens were present. - Settings UI redesigned: Combat, Spell Templates, Turn Tracker, Token Markers, Resource, and Privacy now use cleaner dedicated submenus, because the setting just get a long list. - Settings Import / Export: CA configuration and Spell Templates can now be exported to and restored from the CA Settings handout. - UI visual adjust. - Save narration cleanup: shorter success/failure messages, less duplicated spell text, better handling of non-condition effects, and safeguards against false condition detection. - Code optimization.
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Edited 1791695035
AmadeusVF
Pro
API Scripter
I want to share with you some templates I found for this. <a href="https://files.d20.io/images/503584299/4rSQQPDrInbe4k4Xcc7fuA/med.webm?1791495905" rel="nofollow">https://files.d20.io/images/503584299/4rSQQPDrInbe4k4Xcc7fuA/med.webm?1791495905</a> <a href="https://files.d20.io/images/503856213/KOC6BiOmRDX_YP5UkBW2Gw/med.webm?1791693805?1791693827" rel="nofollow">https://files.d20.io/images/503856213/KOC6BiOmRDX_YP5UkBW2Gw/med.webm?1791693805?1791693827</a> <a href="https://files.d20.io/images/503856020/VA0WlPU1nDxNSpPeQiI0_A/med.webm?1791693661?1791693666" rel="nofollow">https://files.d20.io/images/503856020/VA0WlPU1nDxNSpPeQiI0_A/med.webm?1791693661?1791693666</a> <a href="https://files.d20.io/images/503856965/1gcYM3P0DrVPIAoPA_Og3w/med.webm?1791694624?1791694634" rel="nofollow">https://files.d20.io/images/503856965/1gcYM3P0DrVPIAoPA_Og3w/med.webm?1791694624?1791694634</a> <a href="https://files.d20.io/images/503857108/qr6klMQXS3JXJGELqbVAFA/med.webm?1791694806?1791694815" rel="nofollow">https://files.d20.io/images/503857108/qr6klMQXS3JXJGELqbVAFA/med.webm?1791694806?1791694815</a>
As my goal is to not use the character sheet during plain play conditions, this new version is wonderful Great job again!
Amadeus, I equipped one character with a "Wand of magic missiles" and charges are never decremented when it is used. However, charges are not decremented too when the wand is user through the character sheet. For the 2024 character sheet, is this: - a bug ?&nbsp; - a deliberate "functionality" ? Could you do something about this without breaking a future CS correction ?
1791749279
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
AmadeusVF said: First, Someone knows why I can not edit the first page of the post to update all the new features? It could be that the top post is now too long to add stuff to? That happened with the Tips and Trick thread. Nowadays, whenever I release a new script, I try to remember to post again immediately after, with the content "reserved for followups" or somesuch.
1791749348
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
BTW, this might wind up replacing at least four separate scripts for me. Awesome work!
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Edited 1791804246
Serge said: Amadeus, I equipped one character with a "Wand of magic missiles" and charges are never decremented when it is used. However, charges are not decremented too when the wand is user through the character sheet. For the 2024 character sheet, is this: - a bug ?&nbsp; - a deliberate "functionality" ? Could you do something about this without breaking a future CS correction ? Another CA issue with magic items casting spells: The spell slot is always consumed instead of using the item capability (charge or else) this occurs if the spell is cast from the token spells card (the spell slot is not consumed if the spell is cast from the character sheet) Example:&nbsp; give a Wand of Magic Missiles to a character - from CA spells card =&gt; 1 lvl1 slot consumed - from Character sheet =&gt; no slot consumed (but no charge consumed too, see my previous post)
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Edited 1791808163
AmadeusVF
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Serge said: As my goal is to not use the character sheet during plain play conditions, this new version is wonderful Great job again! keithcurtis said: BTW, this might wind up replacing at least four separate scripts for me. Awesome work! Thank you! If you have any other suggestions that could make this script more useful, please let me know. keithcurtis said: AmadeusVF said: First, Someone knows why I can not edit the first page of the post to update all the new features? It could be that the top post is now too long to add stuff to? That happened with the Tips and Trick thread. Nowadays, whenever I release a new script, I try to remember to post again immediately after, with the content "reserved for followups" or somesuch. Thank you! I think I'll start doing this for my other posts too. :) Serge said: Serge said: Amadeus, I equipped one character with a "Wand of magic missiles" and charges are never decremented when it is used. However, charges are not decremented too when the wand is user through the character sheet. For the 2024 character sheet, is this: - a bug ?&nbsp; - a deliberate "functionality" ? Could you do something about this without breaking a future CS correction ? Another CA issue with magic items casting spells: The spell slot is always consumed instead of using the item capability (charge or else) this occurs if the spell is cast from the token spells card (the spell slot is not consumed if the spell is cast from the character sheet) Example:&nbsp; give a Wand of Magic Missiles to a character - from CA spells card =&gt; 1 lvl1 slot consumed - from Character sheet =&gt; no slot consumed (but no charge consumed too, see my previous post) It's not a bug. I ran some tests and realized that spells granted by a wand don't have the same source information as spells obtained from a feat. For example, a spell granted by the Magic Initiate feat has a field like parent.recordName = "Magic Initiate - Wizard", which allows CA to track the source and reduce its resources accordingly. However, Magic Missile from the Wand of Magic Missiles doesn't have a similar field, such as parent.recordName = "Wand of Magic Missiles", so CA can't identify its source. Once I'm done with T&amp;T, I'll take a closer look and see if I can find a way to handle this.
Amadeus, Thanks for your reply! Perhaps when looking at spells for the !ca spells command, you could look at the "Spellcasting Ability" of a spell
Amadeus, The spell template set up works really well and is so easy to use so thank you for setting that up. I'm currently using combat assistant in 2 games. In 1 game the spell card works perfectly and the source button comes up to allow placing the template on screen. In the other game I don't get the source button. Any ideas on how I can fix this in that game ?
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AmadeusVF
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Serge said: Amadeus, Thanks for your reply! Perhaps when looking at spells for the !ca spells command, you could look at the "Spellcasting Ability" of a spell Yes, that's what it does and that's the problem, the spell from the Item doesn't have a Spellcasting source, so I can not read the resource to reduce it automatically, it is as the Staff of Fire when I continue working with CA I'll see what I can do about them. FFR said: Amadeus, The spell template set up works really well and is so easy to use so thank you for setting that up. I'm currently using combat assistant in 2 games. In 1 game the spell card works perfectly and the source button comes up to allow placing the template on screen. In the other game I don't get the source button. Any ideas on how I can fix this in that game ? Just to confirm, did you set all the configurations, because when you start a new campaign and include CA, the settings start by default, with almost everything off, Just in case you didn't see it, the version 1.2.13 has an Export/Import Function to export your setting into a handout and import it in the new campaign.