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D&D 5e Shaped Character Sheet

Mark said: Unfortunately they will appear in the same order as the code: <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... You could avoid this with outputall only if you use fields that are not already defined. If there is some reordering that needs to happen please let me know. That's what I thought. And I need the defined fields for the nice on crit actions and the like. No big deal and thanks for the explanation. H
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DXWarlock
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Mark said: You will be able to use my API to change all of these settings for npcs, pcs, or all. I will commit this code at the same time. There is an API for the sheet? Or is it on the TODO. was wondering that and came to look, Since the ammo 'used' doesnt adjust it just prints 1 less than total in the chat each time (IE 20 ammo always says 19). And assumed API was the only way. And do you ever sleep mark? or eat? LOL I think you and Aaron are coding robots I swear.
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William R. said: Mark said: You will be able to use my API to change all of these settings for npcs, pcs, or all. I will commit this code at the same time. There is an API for the sheet? Or is it on the TODO. was wondering that and came to look, Since the ammo 'used' doesnt adjust it just prints 1 less than total in the chat each time (IE 20 ammo always says 19). And assumed API was the only way. And do you ever sleep mark? or eat? LOL I think you and Aaron are coding robots I swear. There is indeed an API: <a href="https://app.roll20.net/forum/post/1816031/script-d" rel="nofollow">https://app.roll20.net/forum/post/1816031/script-d</a>... Beep boop.
Mark said: Brian B. said: An unrelated question I have is whether anyone else has run into a problem using the multiattack option on the NPC sheet? On some of the newer monsters I've put in, the multiattack is only tacking on the damage modifier and is no longer rolling the damage dice. When you look at the output, it returns "Rolling 0+3+(0)+(0)+0d0=0+3+(0)+(0)+()". I'm using %{selected|meleeattack1} in the multiattack section. That same code works fine with previous monsters I've used. The attack itself works fine as well when rolled off the sheet so it's only something happening with the multiattack. I'd have to see a screenshot to verify what is going on here. That doesn't make sense as the multiattack just rolls the attacks directly. There may be some itneraction with the output bug above, but I dobut it. Thanks for writing back about all the comments. I understand what you're saying, about the spells and the DC. I'm posting the multi attack screen shots below. This is how the character sheet looks right now: This is what gets printed out in chat when I click the multiattack button(I pressed up after the rolls so you could see what was outputting): If you hover over the damage, it shows what I typed above: "Rolling 0+3+(0)+(0)+0d0=0+3+(0)+(0)+()". If a crit happens, it lists the crit damage as 0. It works just fine for me if I use the actual attack so it's nothing game breaking. I think it's something I'm doing, which is why I listed it more as a question than suggesting it's a bug. I don't think it's necessarily in the sheet.
In our game tonight, we found that the Saving Throw Bonus does not allow naught but numbers. I tried to put bless (d4cs5cf0) inside this section and it turns into a number. I tried typing d4 and it ignores the d and only outputs the 4. That entire line does not allow for characters. I am speaking about Saving Throws, AC, and Ability/Skill Checks in the Bonus and Penalties box. Had someone mentioned this? We were using June 22 version. Furthermore, one person's initiative was showing a 0.03 additive somewhere. We checked all the spots and did not see it hard coded. It was the last in the formula of the macro. Does someone know what is the last variable in the initiative macro? Let me know if these are already fixed or where to look if there is a problem. H
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DXWarlock
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H said: Furthermore, one person's initiative was showing a 0.03 additive somewhere. We checked all the spots and did not see it hard coded. It was the last in the formula of the macro. Does someone know what is the last variable in the initiative macro? Sound like he has "break initiative ties' set to yes. its under the settings (gear) tab. What it is for is it adds your dex modifier to the roll, so if he has a +3 and rolled a 5, it will be say 5.03, someone with a +10 will get 5.10 its used for when you want to figure out who goes first on a tie, the 5.10 is higher than 5.03 so he goes first.
Mark said: 29th June 2015 Added a setting to always hide initiative Refactored the settings page completely. See <a href="https://app.roll20.net/forum/post/2016392/#post-2" rel="nofollow">https://app.roll20.net/forum/post/2016392/#post-2</a>... Removed from my TODO. Api is <a href="https://app.roll20.net/forum/post/1816031/script-d" rel="nofollow">https://app.roll20.net/forum/post/1816031/script-d</a>... if you're unaware of it. I would highly recommend using it to change settings. @Greg: If you could test it within the next 24hrs I'd appreciate it. Here are some quick test results. I'll do some more complete testing tomorrow, when I re-started the sandbox, the scripts that worked the first time (pc output_option show/hide and the Initiative to the Tracker worked again, but wouldn't work after a few errors. Hard to know how long to wait some of the larger # of objects impacted NPCs (over 100) I gave it +/- 7 minutes. Also the first time I ran it, it modified 22, but the second and third time I ran the show/hide output options its detected 24, not sure why that is. !shaped-settings pcs output_option show (Tested, it worked yay.. 22 PC were updated, spot checked and it looked good. (I assume this is pcs only? and that the npc should also be an option?) Tried the NPC command and got no output from console or chat. !shaped-settings pcs output_option hide (Tried this right after the top one and nothing happened, I restarted the sandbox and tried again, it then worked, 22 pcs were updated. Spot check looked good. !shaped-settings all death_save_output_option show (Same effect as option hide, nothing in the console or chat) !shaped-settings all death_save_output_option hide (I tried testing this after the pc output_option show, and got nothing, I restarted the sandbox and tried again, after 5 minutes I got the red error in roll20 telling me i've lost connection, I'm not sure at this point if it was related or not but all my campaigns are slow and I can't get into any of them. (Looks like its not related, I retested after I got back in and sadly I didn't get a response) nothing in the api console, seems like it just ignored the command. !shaped-settings npcs initiative_output_option show No output from console or chat, assume this is the "Whisper Initiative Setting" !shaped-settings npcs initiative_output_option hide No output from console or chat, assume this is the "Whisper Initiative Setting" !shaped-settings pcs initiative_to_tracker yes Works, Message displayed in console and chat. !shaped-settings pcs initiative_to_tracker no Works. Message displayed in console and chat. !shaped-settings all initiative_tie_breaker yes No output from console or chat !shaped-settings all initiative_tie_breaker no No output from console or chat !shaped-settings npcs show_character_name yes No output from console or chat !shaped-settings npcs show_character_name no No output from console or chat !shaped-settings all attacks_vs_target_ac yes No output from console or chat !shaped-settings all attacks_vs_target_ac no No output from console or chat. Here is the console data after going through them all. "Shaped Scripts ready" Restarting sandbox due to script changes... Spinning up new sandbox... "Shaped Scripts ready" Restarting sandbox due to script changes... Spinning up new sandbox... "Shaped Scripts ready" "msg.content: !shaped-settings pcs initiative_to_tracker no" "changed initiative_to_tracker to @{initiative_to_tracker_no} for 24 creatures" "ERROR: Unable to find character initiative_to_tracker_no in chat command." "msg.content: !shaped-settings pcs initiative_to_tracker yes" "changed initiative_to_tracker to @{initiative_to_tracker_yes} for 24 creatures" "ERROR: Unable to find character initiative_to_tracker_yes in chat command."
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H said: In our game tonight, we found that the Saving Throw Bonus does not allow naught but numbers. I tried to put bless (d4cs5cf0) inside this section and it turns into a number. I tried typing d4 and it ignores the d and only outputs the 4. That entire line does not allow for characters. I am speaking about Saving Throws, AC, and Ability/Skill Checks in the Bonus and Penalties box. Had someone mentioned this? We were using June 22 version. Furthermore, one person's initiative was showing a 0.03 additive somewhere. We checked all the spots and did not see it hard coded. It was the last in the formula of the macro. Does someone know what is the last variable in the initiative macro? I changed the bonus section for those to text a few days ago - will work with the latest. Initiative sounds like tie breaker indeed.
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@Greg: Your results don't make sense. I just tested all the commands again and all work according to my logging. I have 2 PCs and 24 NPCs on my test campaign. The script ran really quickly (milliseconds). Not sure why its not working for you.. The error in the API log is just due to logging in the chat.
Mark said: @Greg: Your results don't make sense. I just tested all the commands again and all work according to my logging. I have 2 PCs and 24 NPCs on my test campaign. The script ran really quickly (milliseconds). Not sure why its not working for you.. The error in the API log is just due to logging in the chat. Going to do some more vigorous testing today, happy to invite you to the copy and GM you if you want to check it out. I used the commands directly from your post.
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Mine work quickly, but it seems to break ones already set, vs fixing ones not yet set. I can set a NPC up manually to what I want, and run the command, or a new one not touched yet and run it. I get tons of info in the chat panel about how many it set. But when I do rolls spammed with the "not found" errors when doing attacks like: No attribute was found for @{Orc Chief|show_character_name_yes} No attribute was found for @{Orc Chief|attacks_vs_target_ac_yes} and such. I change them back manually and it works fine, do command, and back to not found errors. Using 22nd version with the latest github script.
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30th June 2015 Change of how the line break for macro works for weapons and actions. Tried to set it up Added custom gold values. See <a href="https://app.roll20.net/forum/post/2016392/#post-2" rel="nofollow">https://app.roll20.net/forum/post/2016392/#post-2</a>... Removed from my TODO. Added Multiattack to the roll template. See See <a href="https://app.roll20.net/forum/post/2016392/#post-2" rel="nofollow">https://app.roll20.net/forum/post/2016392/#post-2</a>... Removed from my TODO. Second damage bonus for weapons was not being calculated. Fixed that. Weapon bonuses do not apply unless bonuses is checked. Applied to to hit bonus, dmg bonus, secondary dmg bonus, bonus crit dmg. Removed from my TODO My current TODO is much shorter now: Short Term: Actions: Allow for "Effects" to be whispered to the GM. Revamp Traits. Keep fluff traits on the first page and for action like traits write "see Actions". Also include fluff traits on "Actions". Long term: Explore icons for damage types/resistances/etc <a href="https://app.roll20.net/forum/post/2110339/icons-f" rel="nofollow">https://app.roll20.net/forum/post/2110339/icons-f</a>... Add saves and other stuff to class actions. Make spells automatically reduce the amount left Add "Conditions" that make sheet-wide changes when a condition is toggled. Use the new roll templates greater than to enhance ac targeting. <a href="https://app.roll20.net/forum/post/1977290/update-" rel="nofollow">https://app.roll20.net/forum/post/1977290/update-</a>... Vitality Points Look into proficiency dice Add support for crit fails/successes to weapons/spells/action
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William R. said: Mine work quickly, but it seems to break ones already set, vs fixing ones not yet set. I can set a NPC up manually to what I want, and run the command, or a new one not touched yet and run it. I get tons of info in the chat panel about how many it set. But when I do rolls spammed with the "not found" errors when doing attacks like: No attribute was found for @{Orc Chief|show_character_name_yes} No attribute was found for @{Orc Chief|attacks_vs_target_ac_yes} and such. I change them back manually and it works fine, do command, and back to not found errors. Using 22nd version with the latest github script. The error in the chat log was fixed with the API above. The code still worked, the error was just from the logging. It should work on items set and those not set. Please let me know if you see any difference. Both Greg and I tested it and did not notice this. Please always update to the latest when logging any kind of bugs. You're using the 22nd version when the 26th has been out for a while (and now the 30th is out). I will only support the latest version for the most part.
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Probably a stupid question, but how do you force and update? This is the first campain we ran without using a custom sheet we made. So not sure how to force it to get the latest version, I assumed on launch it pulled it if it found one.
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William R. said: Probably a stupid question, but how do you force and update? This is the first campain we ran without using a custom sheet we made. So not sure how to force it to get the latest version, I assumed on launch it pulled it if it found one. It was on the old post. I'll add it to the OP again. Click the link in the op. Open the html page and the css page in a new window. Click raw on each. Select all (control+a on Windows) copy. Open up campaign settings on roll20. Choose custom sheet. In the html tab paste. Go back to the css page from github. Copy. Go to campaign settings. Css tab. Paste. Save and then reload your campaign window and you'll have the latest.
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Ohh, ok sorry misunderstood, thought it was in reference to the 5e dropdown version. can do that :) Didnt know I needed to do custom, was assuming preset would update, but I have no idea what the roll20 pull timeframe on git updates is.
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No worries. I wish the default version updated immediately for mentors, but alas.
So... the commands to update the character sheet options globally, those don't seem to be working for me either, I just got the latest version of the script. I get no output in chat or the console.
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Sounds like you have the same problem as Greg. His API basically failed and did nothing. Try starting a new campaign and transmogrifying some characters over and testing it there. After Greg did that there were no problems. Though we should likely open a bug. @Greg can you message Aaron and invite him to that campaign you had me in so he can see it?
That did work, thanks.
Mark said: Sounds like you have the same problem as Greg. His API basically failed and did nothing. Try starting a new campaign and transmogrifying some characters over and testing it there. After Greg did that there were no problems. Though we should likely open a bug. @Greg can you message Aaron and invite him to that campaign you had me in so he can see it? sure will do.
Also the Multiattack seems to not work at all. Ah works fine if you aren't whispering sounds like its just a typo... /w GM rather than GM/w. I don't even know where to look of that, its probalby the sheet though right?
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Multiattack has been fixed.
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Mark said: Multiattack has been fixed. Thank you sir. :) Just have to update the sheet right?
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Kryx
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Ya, just the sheet. I'm testing out a new minifier - it should allow me to get rid of those empty lines for macro (and maybe multiattack) which should also allow me to conditionally send an action's effects to the GM instead of the chat. I'll explore more tomorrow.
Sweet! Got Aaron in the "messed up campaign"
I'm assuming this wouldn't be possible without being a Mentor anyway (hoping to get the money together soon), but is there a way to mass import spells into a character's spellbook? I have a Cleric and Druid who want to use the spellbook but I'm currently just entering spells as and when they use them, whereas they want to have all of the ones they have access to at their level in the book and then to just mark the ones they've prepared for the session on the day. Is there a way to do it via the API (similar to importing a monster via statblock)? Hope you can get back to me at some point, and thank you so much for a great sheet. I'm a first time DM running a game for first time players and it's really helped cut down on the work between sessions.
Liam said: I'm assuming this wouldn't be possible without being a Mentor anyway (hoping to get the money together soon), but is there a way to mass import spells into a character's spellbook? I have a Cleric and Druid who want to use the spellbook but I'm currently just entering spells as and when they use them, whereas they want to have all of the ones they have access to at their level in the book and then to just mark the ones they've prepared for the session on the day. Is there a way to do it via the API (similar to importing a monster via statblock)? Hope you can get back to me at some point, and thank you so much for a great sheet. I'm a first time DM running a game for first time players and it's really helped cut down on the work between sessions. Sadly, not yet Liam. There are a few things people worked on out there but they only have the free spells that was posted by Wizards. The spellbook is in a separate area and isnt easy to manipulate. I know mark has it on his to do list at some point.
Mark said: Multiattack has been fixed. Mark, I got around the issue I had mentioned earlier by using %{selected|repeating_actions_0_action}. I had been using %{selected|meleeattack1}, which used to work (and still works on some of my older character sheets). So I apologize for asking that question earlier.
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@Brian the new syntax is correct. "Meleeattack1" pulls from the old npc sheet which has been removed(but the attributes would still be there if you created them before). I'm glad you figured it out. @Liam a spell importer would indeed require the api. I've heard stories of one existing, but I have never seen it used. It's one of my long term goals, but parsing the text would be very difficult - we're talking weeks of work and testing.
Mark said: @Brian the new syntax is correct. "Meleeattack1" pulls from the old npc sheet which has been removed(but the attributes would still be there if you created them before). I'm glad you figured it out. @Liam a spell importer would indeed require the api. I've heard stories of one existing, but I have never seen it used. It's one of my long term goals, but parsing the text would be very difficult - we're talking weeks of work and testing. Spell Importer would be amazing, if you could figure out a way to do it via handout that would be awesome and not violate any licensing agreement. i think something that might be even better is just a spell cloner. I don't mind typing in a spell once but having to copy it so many times to other characters that's just foolish. The he idea is simple, You could create a character for each class and then replicate the "selected" spells from it to an PC. I think this would be way easier to implement, not violate any licensing agreements etc. I mentioned it to Aaron he said it wouldn't be to hard but we know how much time he has, especially when he's trying to work out the new charmod and turn tracker.
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Neither solution is easy. Parsing is a lot of work. (like 80+ hours) Copying is just as much work in most cases unless you have a PC willing to enter that for you. I'd much rather expect some kind of JSON format (they're out there). That would be significantly easier. I may support an established JSON format and people will be expected to fill it out themselves.
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1st July 2015 Weapons and Actions will automatically have crit turned on by default Fixed several bugs - quick melee has "button" printed. Melee attacks had an error where no bonuses were being added.
Mark said: Neither solution is easy. Parsing is a lot of work. (like 80+ hours) Copying is just as much work in most cases unless you have a PC willing to enter that for you. I'd much rather expect some kind of JSON format (they're out there). That would be significantly easier. I may support an established JSON format and people will be expected to fill it out themselves. Right, the idea is that they would have to enter the data themselves, but only 1 time then they can replicate that to other characters as they see fit. The solution that Stephen S came up with works, but getting the formatting on the JSON file is tedious at best.
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Putting the format in JSON is significantly better than putting it into roll20 and then copying from there. It's easier, can be saved externally, and be handled via API instead of using transmogrifier to get it to another campaign. Plus it already exists.
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Also on 1st July 2015 Refactored spells' buttons to match the styling of weapons and actions.
How do I remove a spell?
Henrique S. said: How do I remove a spell? It should be fixed in versions dated later than June 25th, but I'm still getting the June 22 version in my campaign.
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It is indeed fixed in the latest. You have to be a mentor to get it. Roll20 likely won't update until next week. :(
MysterX said: Henrique S. said: How do I remove a spell? It should be fixed in versions dated later than June 25th, but I'm still getting the June 22 version in my campaign. So do I. Are the changes applied automatically? If not, how do I update my players sheets?
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Without being a mentor you can only take what roll20 gives. Mentors can use custom sheets and pull the code from github as explained above in this thread (search for github)
Mark said: Without being a mentor you can only take what roll20 gives. Mentors can use custom sheets and pull the code from github as explained above in this thread (search for github) Thanks!
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Newbie Question for you, Mark. When using the Custom Sheet to use the latest version of your Character sheet. What is the SCSS file for? Or do we only need to worry about using the html and css files? Because using those 2, the sheet layout seems..... off. Like the options tab is much much bigger than before and I need to scroll pretty far to actually get to them. Maybe I copied something wrong.
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You, as a consumer, only need to worry about the html and css. The rest is for developers. There is indeed an error with the HTML elements after the spellbook. I've closed my pull request - will fix this later today.
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Not a must have here, as much as just a feature request. Would it be possible to have it if you have "Show targets AC on attacks" set to yes, it adds the targets name as a subheader element? Since you need to pick a target anyway with that option toggled, would be nice to have it output 'who' attacked 'who'.
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William R. said: Not a must have here, as much as just a feature request. Would it be possible to have it if you have "Show targets AC on attacks" set to yes, it adds the targets name as a subheader element? Since you need to pick a target anyway with that option toggled, would be nice to have it output 'who' attacked 'who'. Added to my short term TODO.
Mark said: William R. said: Not a must have here, as much as just a feature request. Would it be possible to have it if you have "Show targets AC on attacks" set to yes, it adds the targets name as a subheader element? Since you need to pick a target anyway with that option toggled, would be nice to have it output 'who' attacked 'who'. Added to my short term TODO. As a further unnecessary complication, would it be possible to separate the target's name from the AC option? I want my players to choose a target so I know who they are trying to hit, but I don't want them to know the AC
What does the Modify button do in the spellbook. I must be missing something but I can't tell for the life of me what it does
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Ken M. said: What does the Modify button do in the spellbook. I must be missing something but I can't tell for the life of me what it does Please use the search feature of the browser. It's detailed above when searching for "remove a spell" and above that under other terms.
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FYI since I figured out how to do changes to all sheets via API I may explore refactoring Actions a bit to match Weapons. Meaning keep the damage die separate from the bonus. It would cut down on fields and make the fields much more consistent. I'll add it to my TODO, but won't tackle it until I'm feeling ambitious.