
It's in the same repository
Cameron R. said:
That fixed it, thank you!
I noticed that my API would freeze without a notification of an error after the first attempt on the Cloaker, preventing me from importing anything else after that.
Hey Zyn,Zyn said:
My players are getting all the (From Shaped) Stuff in their chat windows, for example when I'm dragging an unassigned token out or dragging out a monster (Which they can't see). I've had a look the the script and I can't figure out if there is a way of changing this so it is only sent to me?
Kryx said:
Hey Zyn,Zyn said:
My players are getting all the (From Shaped) Stuff in their chat windows, for example when I'm dragging an unassigned token out or dragging out a monster (Which they can't see). I've had a look the the script and I can't figure out if there is a way of changing this so it is only sent to me?
I can't imagine that happening. All messages are sent to the GM unless a player runs a command and then it also sends it to them.
Line 139 deals with that. It always sends the log messages to the GM and if the command exectuer is not the GM then it also whispers it to them.
Zyn said:
I found it, after you mentioned i found line 143? With just a /w as opposed to /w gm. Not sure how I managed to change it as I havn't changed anything that far down the script. But it's sorted now, thanks.
KhrainLine 143 purposefully doesn't have GM after the "/w" as it is supposed to whisper the commandExecuter if that person isn't the gm.
seen the same thing so I don't think it's something you changed. Thanks for finding it so I can change mine!
Kryx said:
KhrainLine 143 purposefully doesn't have GM after the "/w" as it is supposed to whisper the commandExecuter if that person isn't the gm.
seen the same thing so I don't think it's something you changed. Thanks for finding it so I can change mine!
I'd be curious if you can provide a reproduction path for this issue. I can see how it can happen, but it seems like it'll only happen if a user runs a command at some point then they will be saved as the executer.
#Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead. #Magic Resistance. The dracolich has advantage on saving throws against spells and other magical effects. ACTIONS #Multiattack. The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws. #Bite. Melee Weapon Attack: +14 to hit, reach 10ft., one target. Hit: 19 (2d10 + 8) Piercing damage plus 7 (2d6) Fire damage. #Claw. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) Slashing damage. #Tail. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) Bludgeoning damage. #Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours. #Fire Breath (Recharge 5-6). The dracolich exhales fire in a 60-foot cone. Each creature in that area must make a DC 22 Dexterity saving throw, taking 63 (18d6) Fire damage on a failed save, or half as much damage on a successful one. LEGENDARY ACTIONS The dracolich can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dracolich regains spent legendary actions at the start of its turn. #Detect. The dracolich makes a Wisdom (Perception) check. #Tail Attack. The dracolich makes a tail attack. #Wing Attack (Costs 2 Actions). The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) Bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.Is how the statblock would be parsed.
It still works for me. I copied your stat block, pasted it into a token and ran !build-monster. It created the dracolich, the token action buttons - everything. This is using the latest copy of the script. I didn't tweak the stat block in any way.Zyn said:
P.s. On the previous page I posted some dragon statblocks that I was having trouble porting. I'm still having the same issues with them. While trying to port them in my entire API just stops working and I have to reset the scripts in order to do anything else with them. The Young/Wyrmling dragons seem to port fine, So I am assuming its something to do with the legendary moves/frightful presence, but after removing each block one by one, I'm still having the same issues
/home/symbly/www/d20-api-server/node_modules/firebase/lib/firebase-node.js:1
orts, require, module, __filename, __dirname) { function g(a){throw a;}var j=v
^
SyntaxError: Unexpected end of input
at Object.parse (native)
at handleMove (evalmachine.<anonymous>:5068:70)
at eval (
(function (shaped) { /****Import Options***/ shaped.settings = { createAbilityAsToken: true, rollMonsterHpOnDrop: true, // will roll HP when character are dropped on map showName: true, //show the name on the map (not to players) showNameToPlayers: false, //show the name to players showCharacterNameOnRollTemplate: true, //show the character's name on their roll templates //useAaronsNumberedScript: true, //add numbers at the end if using his script //defaultTab: 'actions', //core is default. uncomment if you want the actions page. Change to 'spellbook' if you want the spellbook page. Change to 'all_npc' if you want to "Show All" for the NPC pages. sheetOutput: 'hidden', //change to 'hidden' if you wish the sheet to whisper all commands to the GM whisperDeathSaves: true, //change to false if you wish NPC death saves to be rolled openly initiativeTieBreaker: true, //change to true if you want to add the initiative modifier as a tie breaker for initiatives. (I use it) whisperInitiative: true, //always whisper initiative initiativeAddsToTracker: true, //change to false if you do not want to add the initiative to the tracker (mainly for the app) addInitiativeTokenAbility: true, //change to false if you do not want a macro "Init" on every token attacksVsTargetAC: false, //show the target's AC when using attacks attacksVsTargetName: false, //show the target's Name when using attacks addSaveQueryMacroTokenAbility: true, //change to false if you do not want a macro "Save" on every token addCheckQueryMacroTokenAbility: true, //change to false if you do not want a macro "Check" on every token useAmmoAutomatically: true, //hideGMInfo: true, //hide some roll template info from your players. This requires that the gm uses a browser extension bar: [ /* Setting these to a sheet value will set the token bar value. If they are set to '' or not set then it will use whatever you already have set on the token Do not use npc_HP, use HP instead */ { name: 'HP', // Green bar max: true, link: false, show: false }, { name: 'npc_AC', //Blue bar max: false, link: true, show: false }, { name: '', // Red bar max: false, link: false, show: false }, ] };
Brother Sharp said:
Is it possible to use this script to give manually created tokens with linked sheets macro buttons?
For example, if I copy/pasted the statblock of a dragon and converted it, I would get a filled character sheet AND macro buttons for the actions it can do if applicable. I was wondering if the same can be done to an already filled sheet.
Fighter Bob that I created manually, has Greatsword and Second Wind on his abilities. If I run the convert he gets those two and the current setup of "Saves", "Checks", "Ability" drop down rolls.
My example is a bit clunky but I hope you get what I am trying to say.
That also makes them see light sources twice as far. That's 3.X's low-light vision. It somewhat simulates it, but also greatly increase the vision of a torch.Thorsten B. said:
There's one thing where I prefer a different choice than the one you made. You represent darkvision 60 as light 70, dim -5, multiplier 1. I prefer light 35, dim -5, multiplier 2. What this does is allow for the mechanic of "dim light seen as normal light, darkness seen as dim, up to 60ft" to work within roll20. When a character with darkvision sees dim light from another light source, the multiplier 2 makes it appear as regular light.