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[Script] Statblock import for 5e character sheet

Its beautiful. My life is a hundred times easier now.
Jean-Francois, your script is a mighty piece of work. Thank you! In my test, everything worked great, except for a problem in the Actions area. I believe the problem is caused by the Character Sheet's sensitivity to hard returns (see discussion: <a href="https://app.roll20.net/forum/post/1420775/d-and-d-5e-npc-sheet#post-1697245" rel="nofollow">https://app.roll20.net/forum/post/1420775/d-and-d-5e-npc-sheet#post-1697245</a> ). In my test case, your script passed some hard returns into the Actions area of the character sheet (either from the statblock input or by adding them), and this broke the dice-rolling mechanics of the sheet. I am not sure if the solution involves the input format or the script itself. But I do believe the script can be improved by making sure no hard returns are inserted into the Actions area. MY TEST: I ran the script with the following Noble statblock: npc_Noble Medium humanoid (any race), any alignment Armor Class 15 (breastplate) Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 10 Languages any two languages Challenge 1/8 (25 XP) Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. The data was entered into the character sheet as expected, but I encountered an error when I triggered a die roll using the data from the Actions area: The resulting error: I was able to correct the error by manually editing the Character sheet--deleting all the copy from the Description area and re-typing the die roll information. When I re-tested the script to confirm the hard return issue, I was also able to eliminate the error by adjusting the statblock. If I changed the statblock input to show the Action's "Description and Effect" text content on one line instead of two lines (hoping to remove a potential hard return from the statblock input), all the die rolls worked perfectly. Revised statblock input that does not produce the roll error: npc_Noble Medium humanoid (any race), any alignment Armor Class 15 (breastplate) Hit Points 9 (2d8) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3) Skills Deception +5, Insight +4, Persuasion +5 Senses passive Perception 10 Languages any two languages Challenge 1/8 (25 XP) Actions Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage. Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon. I have concluded that the script is most likely passing some hard returns into the Actions section of the statblock, which will mess up the rolls and macros that call on the text. If there's a good solution to ensure no hard returns pass into the Actions area of the character sheet, I think quite a few user errors will be eliminated. Your script is very impressive, Jean-Francois, and I hope this is helpful!
@Chris - You are correct, Roll Templates have a limitation currently where any (carriage return/line break/hard return/enter/whatever various people refer to it as) will break the Roll Template. There is currently no solution for the sheet makers to handle this, but I don't know if Jean-Francois can do anything to easily address this.
I can certainly remove line break from action. But I don't know about traits. if I remove them from the traits, I don't think it will be easily readable, especially if the trait contains many and also legendary action... Any idea?
@Jean-Francois, I don't know of a good work around here... Maybe you could try to bold the start of a new ability if they have multiple abilities. This is really an area that I would like to see Roll Templates improve... not allowing for line breaks really limits what you can do with them. It is one of the main reasons right now that I am leaning towards remaining with Powercards.
I agree that no solution is without drawbacks because of limitations in the sheet setup. I would remove all line breaks from traits & the action areas, and declare it in the script instructions. Users can add them in after import as necessary for readability. It is worse if unseen linebreaks enter the sheet, because they break macros and are difficult to locate. They also create the false impression that the script isn't working properly.
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Kevin said: @Jean-Francois, I don't know of a good work around here... Maybe you could try to bold the start of a new ability if they have multiple abilities. This is really an area that I would like to see Roll Templates improve... not allowing for line breaks really limits what you can do with them. It is one of the main reasons right now that I am leaning towards remaining with Powercards. What do roll templates do that PowerCards doesn't, which you want it to?
@HoneyBadger will send you a PM on it, don't want to hijack Jean-Francois thread.
First off, LOVE this API! I've started going through the Hoard supplement and putting all of those monsters in! BUT I ran into a snag. I tried to make the stat block for the dragonclaw, but a) it had a bunch of spaces in between the letters, which is adobes fault, but I think I may have broken the stat block somehow and I can't figure it out... I've placed two token notes beside each other and they seem the same but whenever I run !jf-parse for the dragonclaw it will either do nothing or break my API's. In the output console it doesn't say the API has stopped working, my API's just don't do anything when they are used and I have to restart. Any help would be appreciated! Here is the stat block that's causing the problems: Dragonclaw Medium humanoid (human), neutral evil Armor Class 14 (leather armor) Hit Points 16 (3d8 + 3) Speed 30ft. STR 9 (-1) DEX 16 (+3) CON 13 (+1) INT 11 (+0) WIS 10 (+0) CHA 12 (+1) Saving Throws Wis +2 Skills Deception +3, Stealth +5 Senses passive Perception 10 Languages Common, Draconic Challenge 1 (200 XP) Dragon Fanatic. The dragonclaw has advantage on saving throws against being charmed or frightened. While the dragonclaw can see a dragon or higher-ranking Cult of the Dragon cultist friendly to it, the dragonclaw ignores the effects of being charmed or frightened. Fanatical Advantage. Once per turn, if the dragonclaw makes a weapon attack with advantage on the attack roll and hits, it deals an extra 7(2d6) damage. Pack Tactics. The dragonclaw has advantage on an attack roll against a creature if at least one of the dragonclaw's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Multiattack. The dragonclaw attacks twice with its scimitar. Scimitar . Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6(1d6+3) slashing damage.
I just started using this script Thanky ou very much this speeds up monster entry from around 30+ minutes per monster to closer to 4 minutes. Though considering I still have around a few hundred monsters most from 5e though some I'm currently translating from 3.5. Im wondering does anyone already have a set of pre parsed text files they would be willing to share? A website with all this data preparsed would vastly help All the gms
Working on new version right now that will remove all line break to be compatible with new Roll Template. Gonna aslo check why Zach statblock text broke. Just don't have enough time to finish right now.
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I just checked Zach's statblock, and I found that the line breaking Zach's import is Scimitar . Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6(1d6+3) slashing damage. the Space beween Scimtar and the dot seems to be the culprit.
That worked! Thank you!
I posted the new version on github. All the statblock posted here before this parse completely without modification. Here are some change: Update 2.0 Rewrite statblock parsing engine. Now more tolerant to bad scan and power/action detection is better. Full compatible with Roll Template. Markdown used on trait name to separated them since line break can't be use in Roll Template. Remove support for PowerCard. Include Legendary action in action. Remove /w GM in traits since Actoba add global option in sheet for that. Correct bug like sleight of hand detection bonus and others. Know bug: Changing the Action Type to some thing like Legendary Action or Reaction don't work and I don't know why. But it's just cosmetic..
I just tried importing your test creature. Creature Name Medium humanoid (sahuagin), lawful evil Armor Class 10 (natural armor) Hit Points 22 (4d8 + 4) Speed 30ft., swim 40 ft. STR 13 (+1) DEX 11 (+0) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 9 (- 1) Skills Perception +5 Senses darkvision 120ft., passive Perception 15 Languages Common, Elven Challenge 1/2 (100 XP) Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The creature can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The creature can magically command any shark within 120 feet of it, using a limited telepathy. ACTIONS Multiattack. The creature makes two melee attacks: one with its bite and one with its claws or spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spear. Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. It created the creaure and macros, but the macros are created incorrectly. My macros say %{selected|NPCAction1} %{selected|NPCAction2} I was wondering what I was doing wrong. Any information would be helpful.
This script works with Actoba's 5th edition character sheet, and NPCAction1 references the macro for the first attack on the character sheet. So if you're already using the 5th edition character sheet, there's nothing wrong (click on the macro, it should work).
Considering how many of us use the NPC Character Sheets for monsters can there be a way to export it, or perhaps someone could share their already typed up stat blocks since all of us manually going through the MM and typing it all on the computer then importing it into Roll20 then setting up tokens, etc, seems like a lot of wasted effort (if only you could transformigy between campaigns owned by other people!!!). I know Puck mentioned the same thing but figure I'd try again
Seriously I started running my first campaign about a 5 weeks ago, and I spent around 90% of my time manually typing in monsters till I found this script. Now I spend 20% of my time inputting monsters, if we had a website with input able stat blocks that would help a lot of us DMs' out. I know that the 5e license means roll 20 cant keep a compendium but that doesn't mean we cant. With all our 5e Gms out here, if we all just uploaded 10 monsters each wed have the whole group done, and then we could work on updating some of 3.5 or Pathfinder monsters into 5e
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I'm going through LMoP right now, which is fine for a compendium since that's all freely publishable anyway (wait maybe I'm confused with another monster appendix). I'll put it up when I'm done. One thing which would be super useful is if it I could auto set some of the token bars, I like using blue for AC and red for HP (though in this case I might start using that RandomHP thing) is there a way I can make it so that it auto changes the token to take npc_AC and put it in blue? I have to say it's so annoying that it keeps confusing S for 8 and 1 for l, is there a font where the difference between l, I and 1 is really noticable?
I just finished a RMcD said: One thing which would be super useful is if it I could auto set some of the token bars, I like using blue for AC and red for HP (though in this case I might start using that RandomHP thing) is there a way I can make it so that it auto changes the token to take npc_AC and put it in blue? I have just finished a script which should be what you are looking for: <a href="https://github.com/Skilf/Roll20/blob/master/linkba" rel="nofollow">https://github.com/Skilf/Roll20/blob/master/linkba</a>... you set which attribute you want one each bar and whether the bar should be linked to the sheet or not in the config section of the script, then you just select the token and run !linkbars
Vathraq said: I just tried importing your test creature. Creature Name Medium humanoid (sahuagin), lawful evil Armor Class 10 (natural armor) Hit Points 22 (4d8 + 4) Speed 30ft., swim 40 ft. STR 13 (+1) DEX 11 (+0) CON 12 (+1) INT 12 (+1) WIS 13 (+1) CHA 9 (- 1) Skills Perception +5 Senses darkvision 120ft., passive Perception 15 Languages Common, Elven Challenge 1/2 (100 XP) Blood Frenzy. The creature has advantage on melee attack rolls against any creature that doesn't have all its hit points. Limited Amphibiousness. The creature can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating. Shark Telepathy. The creature can magically command any shark within 120 feet of it, using a limited telepathy. ACTIONS Multiattack. The creature makes two melee attacks: one with its bite and one with its claws or spear. Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage. Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage. Spear. Melee or Ranged Weapon Attack:+3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack. It created the creaure and macros, but the macros are created incorrectly. My macros say %{selected|NPCAction1} %{selected|NPCAction2} I was wondering what I was doing wrong. Any information would be helpful. When the script find the action name in the multi attack description, it create the macro to execute all those actions at once, So this macro represent your multi attack action. The script has detected that the multiattack use Bite and Claw. So this action macro will roll your NPCAction1 (Bite) and NPCAction2 (Claws) in one shoot.
Spear and multi attack are %{selected|NPCAction3}%{selected|NPCAction3} %{selected|NPCAction3}%{selected|NPCAction4} Multi Attack does not roll Bite and Claws together in my macros anyway.
Vathraq said: Spear and multi attack are %{selected|NPCAction3}%{selected|NPCAction3} %{selected|NPCAction3}%{selected|NPCAction4} Multi Attack does not roll Bite and Claws together in my macros anyway. Each action should be on is own line. I parsed your test creature and got the correct result macro for multiattack: %{selected|NPCAction1} %{selected|NPCAction2} %{selected|NPCAction3} so it will automatically roll Bite, Claw and Spear action and you choose to use the result from spear or claw.
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Skilf said: I just finished a RMcD said: One thing which would be super useful is if it I could auto set some of the token bars, I like using blue for AC and red for HP (though in this case I might start using that RandomHP thing) is there a way I can make it so that it auto changes the token to take npc_AC and put it in blue? I have just finished a script which should be what you are looking for: <a href="https://github.com/Skilf/Roll20/blob/master/linkba" rel="nofollow">https://github.com/Skilf/Roll20/blob/master/linkba</a>... you set which attribute you want one each bar and whether the bar should be linked to the sheet or not in the config section of the script, then you just select the token and run !linkbars Thank you very much that's awesome, so useful. The only tiny thing I would request, is could it reset the default token? Because let's say I do this. So I've got a hobgoblin character sheet imported using the script, then I get a random token, I go into the Hobgoblin character sheet and set this token to the default one. I then run !linkbars, now I have to go back into the character sheet, edit it and set the default token to this new token, ain't life ending but would be sweet. @Jean-Francois , it would be great if this Statblock also did that, as when you put the statblock in the GM Notes, I feel like it should automatically make the token the default token as well as linking it to the character sheet. AC on blue, RandomHP on Red, I'm having trouble deciding what to do for green, this is more a 5e gameplay question, but I noticed you had speed there and was wondering why, I was thinking passive perception (could you even link that?), not too sure though. I have a complete list of LMoP formatted in this way, however the issue I'm having is that: "Flavor text (bio): If included, must be at the end of the statblock and separate by at least 2 empty line form the statblock." Is not working, and it's going into actions. I'm hitting enter like three time after the last action but it just goes in with the last one anyway. I have to say I'm really annoyed because I already did all of this manually without character sheets (and put tokens on all the maps), but it's so handy that I'm going back through them all and fixing them. This is no annoyance at you guys, just my stupidity for not checking the forum before I did the entire LMoP campaign. Edit: Also I don't know if it's possible but I'd like the profile picture to be set the same as the token so that on the side actually shows the picture too.
Thank you very much that's awesome, so useful. The only tiny thing I would request, is could it reset the default token? Because let's say I do this. So I've got a hobgoblin character sheet imported using the script, then I get a random token, I go into the Hobgoblin character sheet and set this token to the default one. I then run !linkbars, now I have to go back into the character sheet, edit it and set the default token to this new token, ain't life ending but would be sweet. @Jean-Francois , it would be great if this Statblock also did that, as when you put the statblock in the GM Notes, I feel like it should automatically make the token the default token as well as linking it to the character sheet. AC on blue, RandomHP on Red, I'm having trouble deciding what to do for green, this is more a 5e gameplay question, but I noticed you had speed there and was wondering why, I was thinking passive perception (could you even link that?), not too sure though. I have a complete list of LMoP formatted in this way, however the issue I'm having is that: "Flavor text (bio): If included, must be at the end of the statblock and separate by at least 2 empty line form the statblock." Is not working, and it's going into actions. I'm hitting enter like three time after the last action but it just goes in with the last one anyway. I have to say I'm really annoyed because I already did all of this manually without character sheets (and put tokens on all the maps), but it's so handy that I'm going back through them all and fixing them. This is no annoyance at you guys, just my stupidity for not checking the forum before I did the entire LMoP campaign. Edit: Also I don't know if it's possible but I'd like the profile picture to be set the same as the token so that on the side actually shows the picture too. I have another script that I write to randomly set token HP on token drop or with a macro, with a setting that lets you choose wich bar to use and if the HP minimum are the average. It also allow you to clone a token, all with random hp, and random number name after you input how many copy you want. I will include those and also two other param you set to tell wich field you want associate with each bar. I don't know how !linkbars work but when you set the defaut token to a character, be sure that no bar are linked to character, because then each value are in sync. Even if you add other Goblin token, they will share the current characther sheet value. Maybe what you want is to set a current and max value to a token bar, without selecting a character sheet field, set that token as default for character sheet and then anytime you drop that character, the token will have that default value but each will behave independently. For setting the default token to character automatically, everything I tried to do have not worked. I think that it has something to do with image restriction. Something I have to check someday. Same thing for the profile picture. The scrip already set the token to represent to character, but linking bar to sheet is not something I want for the above reason. Concerning Bio text, can you post exaclty the statblock because for me it work.
<a href="http://pastebin.com/8D2PsQGm" rel="nofollow">http://pastebin.com/8D2PsQGm</a> That's my attempted bio. Regarding the default token linking all bars, I see how that would be an issue with health, but with for AC and speed it would be the same across all characters in which case having these as a default linked is a good thing. I can understand if you don't want to have that included by default but before you've even linked anything the token that represents the character sheet (that's the one you use the command on) should be default, I can't really see a reason why it wouldn't. Or if you're saying that's not possible in your third paragraph I suppose that's a shame, same with profile picture. [QUOTE]I have another script that I write to randomly set token HP on token drop or with a macro, with a setting that lets you choose wich bar to use and if the HP minimum are the average. It also allow you to clone a token, all with random hp, and random number name after you input how many copy you want. I will include those and also two other param you set to tell wich field you want associate with each bar.[/QUOTE] So far my steps are: 1. Find an image I want to use as a token. 2. Fix image to be usable as a token (usually transparency) 3. Bring image into Roll20 4. Get statblock from MM or appropriate set 5. Paste statblock into GM Notes of said token. 6. Use Statblock Import to create character sheet. 6.5. Set picture as the token image in character sheet. 7. Set token that is linked with character to the default token for the character sheet. 8. Use Linkbars to link token with things that I want to be the same across all tokens, blue being AC, green being speed etc 9. Set token the new token to be the default token. 10. Drag token from character sheet into map, using RandomHP to generate a random (unlinked) HP which is then set to red. I'd like 6 to 9 to be all part of jp-parse. Thanks for all your help btw.
@RMcD Not sure that 6.5 is possible with the API, it may be, but I don't know for certain. 7 is not possible as there is no access to the default token through the API, which regardless would need to be done after the token is setup properly. Also the reality is that everyone does different things with their bars, so if you want something specific it's probably a good idea to learn a bit of Javascript and write it how you want it, that is actually the beauty of the system. Now I understand that writing code isn't for everyone, but you can actually accomplish what you want quite easily as this is similar to what I do by using a couple of different API scripts. 1-6 are the same. 7. Use a macro that uses !token-mod script *(isGM is a pre-requisite script) to set the parameters the way that you want them. For example my macro is as follows: !token-mod --set name|"?{name?} %%NUMBERED%%" bar3_value|@{target|npc_hp} bar3_max|@{target|npc_hp} bar2_value|@{target|npc_ac} --on showname --ids @{target|token_id} !createmacro --?{name?} --npc The reason I set a specific name is because of this script TokenNameNumber script which will automatically number the mobs as they are put on the map. Search the script name in the API section for detailed instructions of Token-Mod and TokenNameNumber 8. Manually set the token as the default token now that it is configured (as noted above this cannot be automated because of API limitations). 9. Drag token out while using MonsterHitDice5e *(note there are 3 references for bar2_ that need set to the bar you expect) giving random HP based on the NPC HD field. One note though, maybe it is the version of the parser as I am not using the latest, but I have noticed that the "+ number" portion is very often stripped from the import, so you may need to correct that.
Can anyone tell my why the multiattack nesting ability only completes the last ability in this line: %{selected|NPCAction1}%{selected|NPCAction2}%{selected|NPCAction2}%{selected|NPCAction2}%{selected|NPCAction2}? I.e. It only executes the last %{selected|NPCAction2} once in this and none of the first three listed in this example.
Rorary, are each of the actions on a separate line? Meaning it should look like: %{selected|NPCAction1} %{selected|NPCAction2} %{selected|NPCAction2} %{selected|NPCAction2} %{selected|NPCAction2}
Yes, I've tried both ways and each and everytime it only executes the last one.
I might add that when I go into the ability "npc_action_effect3" its one complete string like all of the ability verbages.
but on the character sheet under multiattack they're all on a separate line.
Can you take a screenshot of what is in NPCAction1 and NPCAction2 on the character sheet itself, because I suspect that you have something wrong in the sheet. Also check that you don't have any ability macros named NPCAction1 and NPCAction2.
Only three ability macros: Bite, Claw, MultiAttack. Bite calls Action1, Claw calls Action2. MultiAttack calls Action3, which I originally posted what the attribute code looks like.
Everything was working fine Sunday. I was modifying a troll with four arms to have bite, claw, claw, claw, claw attack by adding %{selected|NPCAction2} twice more to the action page. It worked, I logged out, and came back last night to run my game and it only executed the last action code no matter which monster character I pulled up.
I tested the same setup it works perfectly fine. Why do the skills on your sheet look all funky? Do you have a modified sheet or custom sheet? If yes, can you select the default 5e sheet? Also might be better to upload the screenshots to something like imgur... the resolution of them here makes them unreadable.
Last note, it's the same for all of my monsters with multiattack, not just the troll or the troll I modified.
Default 5e character sheet
The most recent update has now allowed line breaks which broke the multiple template calls in the same macro.
Ed that is not the same issue as far as I can tell because it works fine for me using this method.
NOW...it works correctly for me. It seems that the ability npc_action_effect3 was changing the action 3 under the "character sheet" page to remove the spaces/enter and place each %ability on a single line everytime I hit the MultiAttack button. So I deleted out the whole text under the ability, correct the lines on the character sheet, copy and pasted the correction back into the ability effect, saved, closed out and came back in now everything works fine...
Thank you for your patience in helping me work through this.
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Thanks Kevin, I've been using linkbar which is easy enough to edit the js of, though it's code for failure states crashes the API which isn't the best (what's that called again, fuzzing or something). I'm using Rino's random HP which works fine. I suppose the difficulty would be in combining them all into !jp-parse which is what I was saying. Do you know why my bio isn't working (as mentioned at the top of the last post)? I don't have long left to prepare so I'm at the point where I'll just manually do the bio instead but I'd love for it to be parsed properly. This issue that is arising is that bio is going into the last action even though double line was meant to send it to bio.
I copied from Pastebin, then chose to paste as plain text (option available in chrome) into the gm notes of the token and it worked perfectly for me. If you try to paste without plain text it seems to give some strange format, though I am guessing that this may not be your issue as I suspect the link is just a means to show it here.
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<a href="https://www.dropbox.com/s/dxdqt7u2xpoy9z1/LMoPMons" rel="nofollow">https://www.dropbox.com/s/dxdqt7u2xpoy9z1/LMoPMons</a>... That's the actual file with every monster from LMoP in it. I just copy it straight from there into the GM Notes of the token, save and jf-parse. Everything works great bar the last action has that bio in it. I have it open in notepad if that makes a difference. Edit: ok I think I know what's happening, when I copypaste it in, for a second it saves all the spacing but then it deletes all of them and the final product has no space between the bio and the last line of actions. I was just saving it without looking. I have no idea why the spaces are being deleted. When I manually added in two enters to the GM Notes it works (expect B on Bugbears are cruel gets clipped from some reason), as I was hoping to share this with people it would be best if that didn't happen but now I know the issue it isn't too hard to work around.
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Keith
Pro
Marketplace Creator
Would it be possible to have this script add the additional die rolls for possible critical damage to the attack actions?