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[Script] PowerCards 2

1420028762

Edited 1427525971
Sky
Pro
Update: March 28th, 2015 ~ 2:50 am eastern Version: 2.4.11 Script Link: gist.github.com/Sky-Captain-13/452330a3d926b32da49c Update: Replaced target_info parsing logic with TheAaron's replacement. No change to macros needed. Update: Thanks to TheAaron, you can now format powercard macros on separate lines instead of as one long line, as shown below: !power --tokenid|@{selected|token_id} --emote|Pikkle unleashes a blast of eldritch energy. --format|atwill --name|Eldritch Blast --title|Components: V, S ^^ Duration: Instantaneous ^^ Eldritch Blast creates additional beams at 5th, 11th, and 17th level. You can direct all the beams on the same target or at different ones. Make a separate attack roll for each beam. --leftsub|Standard Action --rightsub|Range 120 ft. --Attack:|[[ 1d20cs>2 + 4 [Cha Mod] + 2 [Proficiency] ]] | [[ 1d20 + 4 [Cha Mod] + 2 [Proficiency] ]] vs AC --Hit:|[[ [NH] 1d10 ]] force damage and the target is pushed up to 10 ft away --?{Hit delete to show hex damage|$}Hex:|[[1d6]] necrotic damage --Critical Hit:| --!Crit1|^* **+** [[1d10]] force damage --?{Hit delete to show hex damage|$}!HexCrit|^* **+** [[1d6]] necrotic damage ... becomes ... !power {{ --tokenid|@{selected|token_id} --emote|Pikkle unleashes a blast of eldritch energy. --format|atwill --name|Eldritch Blast --title|Components: V, S ^^ Duration: Instantaneous ^^ Eldritch Blast creates additional beams at 5th, 11th, and 17th level. You can direct all the beams on the same target or at different ones. Make a separate attack roll for each beam. --leftsub|Standard Action --rightsub|Range 120 ft. --Attack:|[[ 1d20cs>2 + 4 [Cha Mod] + 2 [Proficiency] ]] | [[ 1d20 + 4 [Cha Mod] + 2 [Proficiency] ]] vs AC --Hit:|[[ [NH] 1d10 ]] force damage and the target is pushed up to 10 ft away --?{Hit delete to show hex damage|$}Hex:|[[1d6]] necrotic damage --Critical Hit:| --!Crit1|^* **+** [[1d10]] force damage --?{Hit delete to show hex damage|$}!HexCrit|^* **+** [[1d6]] necrotic damage }} Minor Update: March 18th, 2015 ~ 10:45 am eastern Version: 2.4.9 Script Link: gist.github.com/Sky-Captain-13/452330a3d926b32da49c Minor Update: Added %%who%% per yet another request from GenKitty, use this charm to add the player's display name to a powercard. Example: [Ready Check](!power --name|%%who%% is ready! --corners|0) If you just want to add this to your existing install, replace Line 48 with the following: var n = msg.content.replace("%%who%%", player_obj.get("displayname")).split(" --"); Bugfix & Update: March 16th, 2015 ~ 11:15 am eastern Version: 2.4.8 Script Link: gist.github.com/Sky-Captain-13/452330a3d926b32da49c Bugfix: The undefined emote bug crept back in again... it is fixed... again. Bugfix: Timestamps are turned off by default now. Set USE_TIMESTAMPS to true to turn them back on. Update: Added logic to show/hide the entire tag and contents of a tag by adding or removing a $ (dollar sign) in front of the tag. I am sure there are bugs that will arise from this... and will try to fix them quickly --?{Hit delete to show hex damage|$}Hex:|[[1d6]] necrotic damage The above tag would pop up a roll query to the player that asks them to hit delete to show the hex damage. Otherwise they can just hit enter and the powercard will completely ignore that tag and its content. Bugfix & Update: March 15th, 2015 ~ 4:00 pm eastern Version: 2.4.7 Script Link: gist.github.com/Sky-Captain-13/452330a3d926b32da49c Bugfix: XPND will no longer crash when you use multiple dice in a roll and will not crash if a character sheet uses floor() or ceil() in an auto-calculated formula. You still will need to add [XPND] in front of each die in an inline roll to prevent formatting issues. Bad Usage: [[ [XPND] 1d6 + 1d6 ]] Good Usage: [[ [XPND] 1d6 + [XPND] 1d6 ]] Update: Added timestamps. Set USE_TIMESTAMPS to true to turn them on. Bugfix & Update: March 13th, 2015 ~ 9:00 pm eastern Version: 2.4.6 Script Link: gist.github.com/Sky-Captain-13/452330a3d926b32da49c Bugfix: XPND works with multi-dice rolls now, however... formatting on die rolls after the first is buggy. Will fix that later. Minor Update: PowerCards now shows version and update info with a timestamp on the API Output Console when it loads. Minor Update: Added the following inline formatting tags... ]_[ inserts a horizontal rule ~L aligns text left ( Example: ~L Left aligned text. ~L) ~C aligns text centrally ( Example: ~C Centered text. ~C) ~R aligns text right ( Example: ~R Right aligned text. ~R) Power Cards 2 What are they? They are simply macro's formatted using --tags that are interpreted by the script to apply html and css to contents of the macro. This string is then sent to the chat window via the API using /direct to allow the html and css formatting to work. What this script is not! This is not a script meant to automate combat in any kind of game. It is simply a way to format the output of a macro in a more aesthetically pleasing manner and to facilitate multiple attack rolls within the same macro to reduce screen clutter. This has the benefit of reducing the spam in the chat window (while admittedly creating a new kind of spam) and reduces the number of macros needed. This script can turn this... ... or this ... ... into this! Using the Script Note: You must be a mentor level subscriber to Roll20 to utilize API scripts. Step 1: Copy the script into the API section of your campaign and save it. Step 2: Create macros/abilities for your monsters, characters, magic items, or whatever else you want to use it for. D&D 4e Example: !power --emote|HoneyBadger resorts to the simple attack he learned when he first picked up a weapon. --format|atwill --name|Melee Basic Attack --leftsub|At-Will --rightsub|Standard Action --Attack|[[1d20 + 4 [Strength Mod] + 3 [Longsword Prof.]]] vs AC --Hit|[[1d8 + 4 [Strength Mod]]] slashing damage D&D 5e Example: !power --emote|HoneyBadger slashes at his foe with a longsword. --format|atwill --name|Melee Attack --leftsub|Action --rightsub|Reach 5 ft. --Attack|[[1d20 + 3 [Strength Mod] + 2 [Proficiency]]] | [[1d20 + 3 [Strength Mod] + 2 [Proficiency]]] vs AC --Hit|[[1d8 + 3 [Strength Mod]]] slashing damage The above macros show up as the following... Using Tags Tags are used to tell the script how to identify the Content that follows and help tell the script what to do in some cases. For example, the --name| tag is used to set the name at the top of the power card. Tag Format Examples: GOOD: --Tag|Content GOOD: --Effect|This is an effect. GOOD: --A Custom Tag|This is a custom tag. BAD: effect | This is a bad tag. BAD: -BadTag| This is also a bad tag. Tag Options: These are used to further customize the appearance and features of the power cards. Hidden : Adding an exclamation mark ! at the start of a tag will hide that tag and not display it in the power card, but it will show the contents of the tag in the power card. This is useful for adding blocks of text without a tag. Example: --!Tag|Content Indent: Adding a caret mark ^ followed by a number will indent that entire line and its contents slightly. The indentation option ranges from a minimum of zero (used to reset the indent to default) to a maximum of nine, though at nine, you will not have very much room for content at all. Example: --^1Tag|Content The indent tag option can be used in conjunctions with the hidden tag option, but the exclamation mark must be first. Example: --!^1Tag|Content Repeat: To repeat a tag and its contents, add a hash mark followed by the number of times you want the content to repeat. You can also use roll queries to add a pop-up in roll20 to determine the number of times to repeat the tag when you click the macro (see second example). Example: Tag#4|Content Example: Attack#?{Number of attacks|1}|[[1d20+4]] Same Name: This tag option is used to enable the use tags with the same name. Unlike repeating tags, the content is unique to each tag of the same name. To use this tag, add an asterisk * followed by a number (cannot use the same numbers). Example: Tag *1|Content Example: Tag *2|Content Reserved Tags: These tags are reserved for specific use by the script and cannot be used for anything else. charid - Gets the character_id of the character triggering the macro. Combines with --emote to create a custom look to emotes. Usage: --charid|@{character_id} emote - Creates an emote on top of the power card. Set CUSTOM_EMOTES to false in script to return to standard Roll20 orange emotes. If you have charid and emote together in the macro to use the power card styled emotes, you can put an exclamation mark in front of the emote to not show the avatar for that macro. Example: --emote|This emote would have an avatar. Example: --emote|!This emote would not have an avatar. format - An option for GM's to make setting text and background colors easier. See the Format Tag section below for more detailed information. Example: --format|atwill Example: --format|encounter name - The name of the power, skill, ability, etc. being used or whatever else you can think of. Appears at the very top of the card. title - Sets a tooltip on the colored title box. Useful for hiding information that would otherwise clutter the chat window. leftsub - Creates a smaller subtitle beneath the name of the power card, left of the diamond if used in conjunction with rightsub. rightsub - Creates a smaller subtitle beneath the name of the power card, right of the diamond if used in conjunction with leftsub. txcolor - Sets the color of the text in the title box using hex code (#000000). bgcolor - Sets the background color of the title box using hex code (#000000). erowtx - Sets the text color of even numbered rows in the body of the power card using hex code (#000000). erowbg - Sets the background color of even numbered rows in the body of the power card using hex code (#000000). orowtx - Sets the text color of odd numbered rows in the body of the power card using hex code (#000000). orowbg - Sets the background color of odd numbered rows in the body of the power card using hex code (#000000). whisper - Sends the title box and body of the power card to the designated target. For example --whisper|GM would send the power card to the GM. target_list - Creates a list of targets in conjunction with multiple uses of the @{target|Nth Target|token_id} roll query for each possible target. Example: --target_list|@{target|1st Target|token_id} | @{target|2nd Target|token_id} | @{target|3rd Target|token_id} A method for replacing text in the powercard with information from the target_list objects will be added later. titlefont - Sets the font of the title of the power card. subtitlefont - Sets the font of the subtitles beneath the title of the power card. bodyfont - Sets the font of the body of the power card. Word of caution, this absolutely will alter the font of the inline rolls as well. corners - Defaults to 5... set to 0 to remove rounded corners or higher to round them even more. titlefontsize - Sets the size of the name of the powercard subtitlefontsize - Sets the size of the text of leftsub and rightsub bodyfontsize - Sets the size of the text in the body of the powercard border - Can be used to set the size style color of borders using this format: --border|1px solid #000 tokenid - This tag lets you use the token image instead of character avatar for custom emotes. Must be used with either: @{selected|token_id} @{target|self|token_id} Inline Roll Options: The first three options have been deprecated and removed. Do not use them. They do nothing. Use the actual crit success and crit failure options built into Roll20 now: [[1d4cs>3]] highlights green if equal to or greater than three. [[1d4cf<2]] highlights in red if less than or equal to two. These default roll options can be combined and are entirely compatible with powercards. High Roll [HR#]: Highlights in green, any roll greater than or equal to the number in the brackets. Low Roll [LR#]: Highlights in red, any roll less than or equal to the number in the brackets. Combined Rolls [CR#|#]: Combines the two options to do both variable low and high rolls in the same roll. The first number is the low roll and the second is the high roll. [NH] - Disables inline roll highlighting for crit success and crit failure. [XPND] - (EXPERIMENTAL) This buggy inline roll option expands the roll into the full formula instead of just the result. [[1d20 + @{Dex Mod}]] becomes [(18) + 3 = 21] instead of [21] Text Formatting: You can use the options below to format text in the content of a tag. These can be combined in any number of ways. **Bold** //Italics// __Underline__ ~L, ~C, ~R aligns text in between those tags to the (L)eft, (C)enter, and (R)ight. ~L This text would be left aligned. ~L ~C This text would be centered. ~C ~R This text would be right aligned. ~R ]_[ inserts a horizontal rule. ^*Indents the first line of a paragraph in the content of a tag. @@ www.roll20.net@@ - Naked url, requires that ALLOW_URLS to be set to true in the script. @@ www.roll20.net||Roll20@@ - Hidden url, requires that ALLOW_HIDDEN_URLS to be set to true in the script. @@url||text@@ <-- Must have double bars in between the url and the text. In order to prevent issues with the italics text formatting and urls, do not add http:// to the front of your urls. The script will do this when the macro is run in Roll20. $$#400|This text will be in dark red.$$ The Format Tag The --format tag is one of the more heavily revamped tags in the 2.0 version of power cards. Instead of specifying a game system as it did in the past, it instead can be used to specify the text and background colors of the macro in one tag. The GM of the campaign must create a handout and name it exactly PowerCard Formats so that the script can find the information and parse the formatting info as needed. You absolutely must follow the format shown in the example below to get the --format tag to work properly. This image is an example of the D&D 4e power usage colors. I recommend setting this handout as viewable by all players so that they can see what options are available for them to use in their own power card macros. Target Info Charms This new feature lets you grab info from a character sheet or token by using --target_list|@{target|1st Target|token_id} | @{target|2nd Target|token_id} | etc to create the list of targets and then adding target info charms into the content of your powercard such as %%token_name%% to get the name of the token. The types of charms are broken down into two categories: token charms and attribute charms. Token charms area set list that grab information like bar values and the name of the token. Attribute charms can be any attribute on a character sheet and they are case sensitive. AC is not the same as aC, Ac, or ac. Finally... and this is very important ...all charms referring to a target must be in the same tag. You cannot have charms split between tags. If you want to create a kind of stat sheet, use line breaks ^^ to create new lines. Good Examples !power --name|Single Target Attack --target_list|@{target| |token_id} --Attack|[[1d20+5]] | [[1d20+5]] vs %%AC%% Armor Class (%%token_name%%) --Hit|[[1d8+3]] slashing damage !power --name|Scorching Burst | Nine Targets --target_list|@{target|1st|token_id} | @{target|2nd|token_id} | @{target|3rd|token_id} | @{target|4th|token_id} | @{target|5th|token_id} | @{target|6th|token_id} | @{target|7th|token_id} | @{target|8th|token_id} | @{target|9th|token_id} --Attack#?{Number of targets|1}|[[1d20+5]] vs %%Reflex%% Reflex (%%token_name%%) --Hit|[[1d8+3]] fire damage For a multi-attack power like Scorching Burst in D&D 4e, you create the macro as above and just click nine times and then when the pop up for number of targets appears, type in the actual number of targets in the area and hit enter. The script will ignore the rest of the targets in the list. For example, in the snip below... I clicked nine tokens pretty quickly. Only the first four mattered since those were my actual targets. Then I typed in the number of targets and hit enter when the pop up appeared. !power --name|Stats --target_list|@{target|1st Target|token_id} --Target|%%token_name%% ^^ **Hit Points:** %%bar3%%/%%bar3_max%% ^^ **Defenses:** AC %%AC%%, Fort %%Fortitude%%, Reflex %%Reflex%%, Will %%Will%% Bad Example !power --name|Bad Example --target_list|@{target| |token_id} --Target|%%token_name%% --Attack|[[1d20+5]] | [[1d20+5]] vs %%AC%% Armor Class --Hit|[[1d8+3]] slashing damage to %%token_name%% In the example above, the %%AC%% and second %%token_name%% charms would not be replaced with the proper info. Token Charms %%token_name%% %%bar1%% %%bar1_max%% %%bar2%% %%bar2_max%% %%bar3%% %%bar3_max%% Sample Attribute Charms %%Strength%% %%Strength Mod%% %%Fortitude% %%Reflex%% %%Will%% %%HP%% %%Hit Points%% Contributors The following members of the Roll20 community have greatly aided with the creation and enhancement of this script either through their scripting expertise or their suggestions to improve features of the script and their relentless bug hunts! Alex L. Brian Chris N. Rob J. The Aaron GenKitty Sean G.
1420033542
The Aaron
Pro
API Scripter
Fun! Can't wait to try it out!
1420039269
Brian
Sheet Author
API Scripter
Your description of the formatting makes me want Markdown syntax. (Or a variant of it, since standard Markdown only has "emphasis" and "strong", not "italics", "bold" and "underline".)
1420048840
Gen Kitty
Roll20 Mod Team
Initial reactions I test this.... SQUEE! I have a contributor credit!!! Nothing blew up in copying it over, that's a good sign. What are hidden tags used for? Why can't I hide the emote line? No variation on using ! is letting me hide the emote line, which is going to be a problem. I'm sure I'm just doing it wrong :> What happened to square-cornered cards? --format works! Yay! This will make my life so much easier ! --format is case sensitive, which makes sense, and I can define terms other than the 4e reserved words, which is awesome ! Now, the big test: The new multiattack code.... Ok, this is great! This solves all my pathfinder issues. But for my 4e game, we need to go deeper... --Target N| [[1d20 + 7 ]] vs [[@{target|Foe N|Fort}]] @{target|Foe N|token_name} That's a typical line from one of my multi-attack macros, stripped of attribute calls. I need to be able to pull data from the targets beyond their names in order for my macros to work. Closing thoughts: There's font settings buried in your code that it would be nice if they could be grouped with your other user-config options. I generally go in and change the fonts every time I update this script, and I can't be the only one who does so :> All in all, this is a fantastic update. I deeply appreciate how much work you, and others, put into coding for roll20 users.
1420049435
Brian
Sheet Author
API Scripter
GenKitty said: What are hidden tags used for? I would expect something to the effect of --?{Hidden|!}Optional Tag|Lorem ipsum dolor sit amet . You'd then be able to turn the "Optional Tag" row on or off each time you ran the macro.
1420050318

Edited 1420050423
Sky
Pro
GenKitty - 1. Hidden tags... they are just that. Not visible, but the content is shown. It is useful for putting in large blocks of text, like for a 3rd edition Dispel Magic. Though Brian's idea has merit as an additional feature. 2. Hiding emotes... don't put the emote in the macro? I'm not sure I get what you're attempting with this. 3. Repeating Tags... I knew you were gonna ask for this. I am planning on expanding the --targets tag with some method of getting information from token_id/character_id, but that opens up a big mess of having to do a lot of error checks to make sure everything exists. 4. Fonts and square corners will return. I wanted to slim the script with less configuration options up front and only add back the ones that really matter.
1420050436
Gen Kitty
Roll20 Mod Team
Hiding emotes: If I don't have an emote tag defined, I get an 'undefined' emote text, and no variation on hiding that tag seems to work. Now that I see what hidden tags are for, it makes sense that I couldn't 'hide' the emote. x.x
1420050537

Edited 1420050698
Sky
Pro
Ah... I may have left out the empty emote tag error check by accident. Let me check. edit - Yup, that's a bug. I will have to fix that later though. I have to replace my shower handle and the cartridge inside today and get ready for some New Year's Eve board gaming with some friends. If I can squeak in some coding time in the next three and a half hours, I will try and get it fixed quickly.
1420050723
Gen Kitty
Roll20 Mod Team
Also, in terms of error-checking, while a little is nice I'm also used to my macros silently failing in the most delightfully obscure ways if I ask for an undefined attribute. :>
1420050780
Gen Kitty
Roll20 Mod Team
Take your time fixing, I can work around the bug or use the older variant of the code. My next game isn't until the 4th. Happy Holidays!
I can't seem to get URLs working and the example usage for Hidden URLs seems incorrect in that it is missing a | symbol: @@ http://ww.roll20.net|Roll20@@ - Hidden url, requires that ALLOW_HIDDEN_URLS to be set to true in the script
1420055691
This is great! Of course I built an entire character sheet already that used the old power cards script, so I probably won't make use of this until my next campaign, but I like the improvements.
1420056391

Edited 1420057024
Sky
Pro
Michael said: I can't seem to get URLs working and the example usage for Hidden URLs seems incorrect in that it is missing a | symbol: @@ http://ww.roll20.net|Roll20@@ - Hidden url, requires that ALLOW_HIDDEN_URLS to be set to true in the script That would be my fault in the example above. It should be || not | to separate the url and text. My bad. Ok, just tested urls and they aren't working. Which is weird. I didn't change anything with urls at all. edit - And found the culprit. When I changed italics to // it is changing the double-slash in urls to <i>. Not sure how to fix this yet, as it involves regex and I am a hack at that.
1420059181

Edited 1420197669
Sky
Pro
Bugfix: Dec 31st, 2014 ~ 3:45 pm eastern Version updated to 2.0.1 To use URL's in a powercard, you must leave off the http:// part of the link and the script will prepend it onto the url when the macro is used in Roll20. This is a workaround to avoid the issue with the // double slash being changed to an italics html element. Powercards without emotes will now work properly and will not send an undefined string to the chat window.
1420059300
Vince
Pro
Sheet Author
I knew there was a reason I waited to update my scripts. Thanks HB and good luck with your shower...
1420059755
Sky
Pro
Vince said: I knew there was a reason I waited to update my scripts. Thanks HB and good luck with your shower... Thanks. We decided to leave it off 'til tomorrow, rather than spoil things for today. It's not leaking and we used a vice grip to turn the water on/off for showers. ^_^
1420094071
Vince
Pro
Sheet Author
Tried a little test run with 2.0.1 and I'm getting an error on a macro that works fine with the old version of powercard. When running Token Action: !power --name|@{character_name}'s Fortitude Save --Fortitude|[[1d20 + @{Fort}]] --Save Notes|@{Save-notes} --Resistances|@{resistances} --Immunities|@{immunities} --Spell Resistance|@{SR} --whisper| I get an error in console {"who":"error","type":"error","content":"Unable to find a player or character with name: "} If I remove "--whisper|" it works fine. This is happening to my other scripts with --whisper| as well. This is on the Dev
1420097682

Edited 1420097705
Sky
Pro
Your whisper tag is blank. You need to put @{character_name} there or GM or a roll query to fill in that spot. I altered how whisper works so you can send the card to anyone. Before, it was just the GM and self.
1420101379
Vince
Pro
Sheet Author
Got it. I've been using a script that generated my token actions and it just used a blank whisper. ;-( Thanks HB Happy New Year!!!
1420105387
Vince
Pro
Sheet Author
Going out on a limb here... I know I can't be the only person using blank whisper tags... or am I? How difficult is it to have a blank --whisper| tag default to the GM? Just curious. I only ask since I have a crap-ton of powercard macros that have just that and I think my modded PF sheet and my "powercard token action generator" script has blank whisper's as well. :-(
1420118170

Edited 1420120685
Sky
Pro
Part of this update was to get away from blank tags, so that when you looked at a tag and its content... you knew what it did without having to reference this thread for the most part. If you want to retain the old functionality of blank whisper tags, just add this at Line 174/175: if (PowerCard.whisper === "") PowerCard.whisper = "GM";
1420126921

Edited 1420127115
Gen Kitty
Roll20 Mod Team
This is yet another reason to use notepad++ for writing your macros. Massive search&replace makes updating --whisp| to --whisp|GM much easier! :> I do feel your pain -- I'm responsible for the macros for all five of the players in my 4e game, and I have a crapton of updating to do: fixing whisper tags for some skills, getting the rest of the hidden skills to be actually, y'know, hidden like I wanted from the start, and updating everything to use the new --format tags. Once variable multi-attacks is polished, that'll be another round of updates. But they're updates I'm happy to do :>
1420127512
Sky
Pro
GenKitty/Vince... I think I saw someone that had created an import/export of macros. This plus your search/replace options in an editor of choice would cut some of the pain.
1420131275

Edited 1420131351
Gen Kitty
Roll20 Mod Team
Bug?: Specifying a bgcolor without a txcolor results in the bgcolor not being used. Also: Specifying a txcolor without a bgcolor results in the txcolor not being used.
1420132155
Sky
Pro
Can't think of any reason to not use one without the other.
1420132661

Edited 1420132680
Vince
Pro
Sheet Author
I might add/alter your code for now and make the proper changes for all future macros to fall in-line with the new and improved powercard. Thanks HB. Much appreciated.
1420132705
Gen Kitty
Roll20 Mod Team
In V1 I was using the default title color and just changing the background color as needed. I guess I'll just have to embrace the new --format paradigm. :> Also for your todo list: When you expand the user-configurable script options (at the start of the script) , allow GMs to define whether ^^ is two BRs or one. I keep tweaking your script to make it one BR. (I also noticed you've made the title and card fonts match now! That's another thing I was always changing, so yay :> )
1420133236

Edited 1420133674
Sky
Pro
GenKitty said: In V1 I was using the default title color and just changing the background color as needed. I guess I'll just have to embrace the new --format paradigm. :> Also for your todo list: When you expand the user-configurable script options (at the start of the script) , allow GMs to define whether ^^ is two BRs or one. I keep tweaking your script to make it one BR. (I also noticed you've made the title and card fonts match now! That's another thing I was always changing, so yay :> ) Eh? I didn't touch the fonts... they should still be as they were. I should be able to add a # option to ^^ so that you can use ^^1 and so on instead. I will look at adding a sanity check to using bgcolor without txcolor.
1420133627
Gen Kitty
Roll20 Mod Team
The card title was previously Georgia, with the rest of the card being Tahoma. Now you use Tahoma for the whole card. :>
1420133918
Sky
Pro
GenKitty said: The card title was previously Georgia, with the rest of the card being Tahoma. Now you use Tahoma for the whole card. :> It is still set as Georgia.
1420134344
Gen Kitty
Roll20 Mod Team
Ok, NVM, I must have made the change without remembering it. Carry on!
1420136404
Sky
Pro
Bleh. I am so dumb... I should have just made the format tag use the same tag|content structure in the handout too. It would solve many problems and make it much easier. However, it's a big change and would make anyone already using --format handouts have to re-do them. So should I? Instead of: atwill: #FFF #000 It would be: atwill: --txcolor|#FFF --bgcolor|#000 The benefit would be that the handout wouldn't be reliant on putting the information in a specific order. And make it even easier to add more formatting options like --titlefont|fontname --subtitlefont|fontname... Would anyone be totally put out if I made that change?
1420136692
Gen Kitty
Roll20 Mod Team
Bug: --emote does not display if --whisp is used.
1420136757
Gen Kitty
Roll20 Mod Team
I won't be put out if you make the change today, since I am just now starting to revamp my macros :>
1420137661

Edited 1420138876
Gen Kitty
Roll20 Mod Team
Bug: using --emote without --charid results in roll20 style emotes, regardless of script settings. Supressing the avatar gets powercard style emotes. Addendum: !power --name|Testing Emotes --emote|!Test --!L1|Roll20 style Emotes results in 'Test t' appearing in the emote section, instead of 'Test' x.x Addendum the second: Further testing shows that the above macro will double the last letter of the first word of the emote contents, unless there's punctuation. Test=test t One=One e Now?=Now w? Ok, now this script is just trolling me! I took away the --!L1 tag, for less spam in my chat window and it started working properly! I put it back and then Test=Test Now?=Now ? And then it abruptly started working perfectly. *shiftyeyes*
1420159603
Sky
Pro
GenKitty said: I won't be put out if you make the change today, since I am just now starting to revamp my macros :> Gonna make that change then here in a little bit.
1420168647

Edited 1420168718
HoneyBadger Wrote: GenKitty/Vince... I think I saw someone that had created an import/export of macros. This plus your search/replace options in an editor of choice would cut some of the pain. Has anyone found one of these? I am looking for something like this.
1420175922
Vince
Pro
Sheet Author
Hi Thomas. I've opted to fix some of my macros by hand. I've already fixed my PF sheet and the script I use to create "powercarded" token action macros. I'll probably delete those macros and create new ones with the script.
1420192404
Sky
Pro
Working on updating the --format tag to the new method. Sorry for the delay. I fell asleep very early last night.
1420196702

Edited 1420197261
Sky
Pro
GenKitty said: Bug: using --emote without --charid results in roll20 style emotes, regardless of script settings. Supressing the avatar gets powercard style emotes. Addendum: !power --name|Testing Emotes --emote|!Test --!L1|Roll20 style Emotes results in 'Test t' appearing in the emote section, instead of 'Test' x.x Addendum the second: Further testing shows that the above macro will double the last letter of the first word of the emote contents, unless there's punctuation. Test=test t One=One e Now?=Now w? Ok, now this script is just trolling me! I took away the --!L1 tag, for less spam in my chat window and it started working properly! I put it back and then Test=Test Now?=Now ? And then it abruptly started working perfectly. *shiftyeyes* Just fyi, the --emote|!This is an emote option is only intended to hide the chat avatar in custom emotes. It isn't intended to actually do anything otherwise. The letter doubling issue is a Roll20 "bug" with the /emas command. /emas uses the first word as the "name" of the person being emoted. This means you can't use any punctuation in the emote for some reason. It follows a noticeable pattern though regardless of whether there is a space in between the punctuation and the first word. /emas ! Test > Test t /emas !! Test > Test st /emas !!! Test > Test est /emas !!!! Test > Test Test /emas !!!!! Test > Test ! Test
1420196924

Edited 1420196938
Sky
Pro
GenKitty said: Bug: --emote does not display if --whisp is used. Fixed in the next update. And the tag is --whisper... it shouldn't be working if you only use --whisp.
1420198247

Edited 1420221449
Sky
Pro
Updates & Bugfixes: Jan 2nd, 2014 ~ 6:30 am eastern Version: 2.1.1 Update: The --format tag now uses tags to determine settings instead of a set number of options in a specific order. For example, instead of using atwill: #FFF #040 to set the text and background color of the title to white/green, you will now use atwill: --txcolor|#FFF --bgcolor|#040 . The example and format tag section in the original post will be updated shortly to reflect this change. Available Tags: --txcolor, --bgcolor, --erowtx, --erowbg, --orowtx, --orowbg, --titlefont, --subtitlefont, --bodyfont BAD: atwill: #FFF #040 GOOD: atwill: --txcolor|#FFF --bgcolor|#040 Update: Fonts are now settable as tags or as default variables within the script itself. The new tags are as follows... --titlefont --subtitlefont --bodyfont Just fyi... changing the font of the body of the powercard will change the font of the inline rolls as well. Minor Update: ROUNDED_CORNERS is back as a settable variable in the script. Set to 0 to remove rounded corners. It defaults to 5. Minor Update: The line break inline text formatting ^^ does only one <br> now. If you want to have a full line of space between paragraphs, simply use two sets of line breaks ^^^^ like that. Bugfix: If an emote is set in a macro, it will now be sent to chat regardless of any other options, such as sending the powercard as a whisper to another player or the GM. Bugfix: Blank whisper tags will no longer error out and will instead default to the GM. This 'feature' should not be relied upon. Empty tags are no longer used to set options in powercards. Bugfix: Using --txcolor or --bgcolor without the other no longer causes the one used to not apply.
1420202148
Gen Kitty
Roll20 Mod Team
Woo! And don't feel bad about sleeping and stuff. RL comes before hobbies! Yes, I know its --whisper, the cards are correct even when I munge it on the forums ^_^ The update looks good, I'll poke at it this evening.
1420203084
Sky
Pro
Goofing around with some options...
1420203132
Gen Kitty
Roll20 Mod Team
How the heck did you do that? x.x
1420203231
Sky
Pro
Little bit of css called position: absolute on the image.
1420203396
Sky
Pro
Ya know, if I had some good quality images of the 4e attack symbols... they could be used in these macros.
1420204915

Edited 1420205414
Sky
Pro
Bleh... --targets isn't working quite right. Also, I may need to change the name from targets to target_list to avoid screwing people over that just want to use a Targets tag and not use the target replacement feature. edit - And fixed. I will push a small bugfix out here shortly. This however is just a temporary fix until I figure out how to work in getting target information from attributes easily.
hmm, emote with whisper is breaking the css slightly
1420208838
Gen Kitty
Roll20 Mod Team
HB, you wonderful fellow, you put all the fonts in one place for me to edit :> Here, have cookies!
1420210499
Sky
Pro
Zepth said: hmm, emote with whisper is breaking the css slightly Yeah, I just found that out when tinkering around with GenKitty's campaign. Got distracted and will be fixing the targeting and whisper/emote issues soon.