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[5e Shaped] v2.1.3 NPCs

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Kryx
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@BP NPC Skill alignment : If you look at PotA or the MM you'll see that all skills are inline, not in a column layout. I have previously suggested to hide skills that are not proficient, but the small amount of feedback was that it wasn't worth the effort. Let me know if you have any suggestions in this area. Dragging & Dropping weapons onto NPC : A drop target cannot be within another drop target. Therefore Weapons cannot be dropped onto NPCs. :S @Alexander: Features and Traits : Please take a look at the  5e paper sheet to see how features and traits are laid out there. The current way I have it implemented seems to mirrors that design. If not please let me know. Players can choose to include as much or as little information in the freetext field as they desire. The positioning of Exhaustion and Resistances & immunities isn't high because they are less common. I need to see what a fully fleshed out traits looks like for most players before determining if they should go above though. @Ken: Target saving throw : It seems we're looking for the same thing. I agree that the defender needs to roll. The problems with the implementation is that many people aren't so fond of target and I believe it doesn't work on tablet so the solution would have to work without target. EDIT: It does not work without target, but the clicker has to select their own target so that's better, but it really should work by default with the "As" system at the bottom of the chat window.. @Michael: As Kevin pointed out use edit mode (the pencil). For new characters edit mode is turned on by default so this should be much more transparent. @Mark B: Thorsten has the jist of it. Passive perception can easily be worked out by adding 10 to the bonus. I could end up doing passive perception if people really find it valuable, but it comes back to the whole discussion: Every skill has a passive and how would you display that? Maybe I'll be forced to just put passive perception as that is what the paper sheet does. I'm open to suggestions here. @The Gleeful Grognard: When you have to start modifying what features use this new crit system or not it instantly tells me that it's probably bad rule. Do spells do max on a crit too? Because that can be huge damage as well. In terms of actual implementation: The default system should work without any user interaction. I'd be fine to include a homebrew rule (even a bad one) if it can be worked in without causing additional lag or problems for default users. Currently I cannot see how this rule could be implemented without causing problems for default users. Additionally if the rule only applies to weapon attacks and not things like sneak attack or spells that instantly increases the complexity to a point beyond what should be required for houserules. Spell sorting : I cannot determine the order of repeating items as this isn't a full fledged javascript based app. Javascript is very limited on Roll20. Though the user will be able to manually rearrange repeating sections (including spells) when the update on Dev goes live.
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Kryx
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2.1.7 Force old sheets to set a "storage_name" for skills so I can later find out what the default skills (Acrobatics, History, etc) have been named if they are translated or anything else. It will also allow me to implement passive perception in the future if I need to. Small update~
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Kryx
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@Ken: Target saving throw : I have implemented this. I will release a version later.
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Kryx
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2.1.8 Saving throw vs ability (Strength, Dexterity, etc) is now clickable to then roll a save. This works for every place where a saving throw is.
Can't wait to try it out! 
The saving throw button looks great.  I think I know the answer to this, but I still hava a concern about when a monster rolls an action or spell with a save and I have it set to whisper to the GM, my players will not be able to see that button?  Is there a solution to this beyond creating a token action with the roll(which will be hidden) and a button after it that will be shown?
I have a feature request, Kryx. A "Miscellaneous Notes" section in the "Spells" tab. This will make it possible for a spellcaster to keep notes on "I can prepare X spells per day, these spells are always prepared" right in the spells tab where they choose their prepared spells, rather than having to flip to the Character tab for that. Underneath the spells repeating section would be fine. It doesn't need to be prominent, just there for reference.
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@Ken I would highly recommend rolling everything openly except some key parts. For instance I hide the DC, saving throw failure, saving throw success, and recharge. It's a setting on the setting page and requires you to implement some css via stylish. Other than that you'll have to do it differently. @Thorsten: unsure on this.
The character sheet says something about checking the wiki about extensions but I could not find anything,  Do the players all have to install the extension too?
How do spell slots on NPCs work?  I have an Evil mage and I can't seem to get any spell slots for it
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Kryx
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2.1.9 Setup hiding info from NPC rolls. You need the following setup in stylish: .sheet-gm-info-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-block { display: block !important; } .sheet-gm-info-inline-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-inline-block { display: inline-block !important; } I wasn't planning on releasing all these versions, but fun stuff came up. @Ken: Install a browser plugin like stylish and edit rol20 to have that css and the hidden stuff will work. This expects your players to not do the same (honor system has worked fine for me). I noticed a bug that spells cannot be added except on edit mode. I need to fix that now as part of 2.1.9.
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Kryx
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@Ken: Fixed that repeating section control hiding.
@Ken: Try creating a Spellcasting Trait. That seems to work on my NPCs. Alternatively, I suppose you could switch to PC, add so many levels of Wizard, remove them again, move back to NPC. The Spellcasting Trait looks like this for standard monsters. I believe this sheet parses it for NPCs: Spellcasting Evil Wizard is a 7th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13, +5 to hit with spell attacks). Evil Wizard has the following spells prepared from the wizard spell list: Cantrips (at will): fire bolt, prestidigitation, shocking grasp 1st level (4 slots): longstrider, magic missile, shield, thunderwave 2nd level (2 slots): magic weapon, misty step
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Kryx
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@Thorsten you don't need to add levels of wizard to add spell slots. Spell slot bonuses will change automatically if the bonus is changed. He was talking about adding spells though which my css was hiding due to the edit mode changes. That is fixed now though.
Think I am missing something again, I see the 'add' button for skills, and I can set the stat block to use as a modifier, however I can type in a description.  Trying to put in Thieves' Tools as a skill for my rogue.  Am I to add it somewhere else first then it will populate in the skills list?
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Kryx
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So to add a skill you enter edit mode (pencil at top) Hit add on the repeating controls below skills Type in a name, set ability to use. Skills don't have descriptions. I'm not sure why you'd want one for thieves' tools.. The description for those is just "if you are proficient in these add your proficiency bonus when picking locks".
Sorry, should have said, I can't seem to even type in "Thieves' Tools"  As I can't name the skill
I love the new styling on the command buttons.  
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Kryx
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@Mark B. You're right. I forgot to put that part on the core page after moving it from settings. This has been fixed now.
Thanks for fixing it, and also for relieving my fears that I am completely inempt at this stuff.
I think advantage and disadvantage are broken. The second roll is always a 1? 
The saving throw addition is awesome.  Somewhat relieves the need for the roll query. Question, is it possible to get it to work with attacks that require a saving throw?  NPC's definitely have this.  For instance, when adding a Glabrezu that has two pincer attacks (DC 15 STR saving throw). It doesn't add the saving throw for the attack.  I know the player is supposed to make that roll on their turn, but having it in the chat would be awesome.  Now, I know it can be added to the attack, which in this case, when you add, it defaults to DC 16, so you have to set the first block to ---, then +3 for the next one to get DC 15.
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Kryx
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@Saevar Seems to work fine for me. @Kaelev: Saving throw click works with saving throws on attacks for PCs. For instance a longsword which does damage and then the enemy must make a saving throw or be set on fire. You mentioned a glabrezu which is a NPC which uses actions - maybe you meant something different? If so a Pincer attack is normal attack which has an escape DC. Escape DCs are when the person grappled makes an acrobatics or athletics check. That wouldn't fit into the normal DC vs ability saving throw model. Though your last sentence doesn't really make sense with the rest.. Perhaps you have it confused how escaping a grapple works?
My character sheet in your test campaign is how I would intuitively set up my 8th level character in the campaign I play in.  I've included the full text of the features and traits he has, as that will likely be the most useful to me. This means that the features and traits box is almost twice as tall as the rest of the sheet. This isn't really a big issue at the moment, but with a higher level character, they would have to choose between having the full text of their abilities and scrolling quite a bit, or having to pick and choose what to include, or even having to rewrite the text to be shorter.  My suggestion would be to move the features and traits to the character page and include the full text there, and have the name of all features on the core page. Would this be feasible?
alexander h. said: My character sheet in your test campaign is how I would intuitively set up my 8th level character in the campaign I play in.  I've included the full text of the features and traits he has, as that will likely be the most useful to me. This means that the features and traits box is almost twice as tall as the rest of the sheet. This isn't really a big issue at the moment, but with a higher level character, they would have to choose between having the full text of their abilities and scrolling quite a bit, or having to pick and choose what to include, or even having to rewrite the text to be shorter.  My suggestion would be to move the features and traits to the character page and include the full text there, and have the name of all features on the core page. Would this be feasible? I don't think moving features and traits as being necessary.  I would prefer that instead of the the entire name and text, only the name is shown, but when clicking, the full text is output.  If this isn't an option, then I will likely setup my characters with the name and use the freeform section vs. the free text area, because it accomplishes essentially the same thing, just that the free form is not as straightforward to use.
Hey Krix, I am currently using Aaron's Ammo tracker to track me some ammo. Ammo is currently not attribute in the sheet, right? Is that possible to make it one. Or am I asking insane stuff? Just the same for resources and everything.. Or is it already accessible and am I just too dumb with finding it. Insane work btw. Every time the sheet gets better.
Kevin said: alexander h. said: My character sheet in your test campaign is how I would intuitively set up my 8th level character in the campaign I play in.  I've included the full text of the features and traits he has, as that will likely be the most useful to me. This means that the features and traits box is almost twice as tall as the rest of the sheet. This isn't really a big issue at the moment, but with a higher level character, they would have to choose between having the full text of their abilities and scrolling quite a bit, or having to pick and choose what to include, or even having to rewrite the text to be shorter.  My suggestion would be to move the features and traits to the character page and include the full text there, and have the name of all features on the core page. Would this be feasible? I don't think moving features and traits as being necessary.  I would prefer that instead of the the entire name and text, only the name is shown, but when clicking, the full text is output.  If this isn't an option, then I will likely setup my characters with the name and use the freeform section vs. the free text area, because it accomplishes essentially the same thing, just that the free form is not as straightforward to use. That would also work fine for me. The benefit to moving it would be that you can view the full text from within the character sheet, without having to post it in the chat.  I'm not entirely sure how to use the freeform part, is there a tutorial somewhere that I missed? 
When I click the saving throw stat in a spell, it says "Choose Target: Target  Click on a token on the screen to choose a target." I have a token selected. I suspect the token isn't valid somehow? What does the clickable save use to determine if a token is selected?
Robert D. said: When I click the saving throw stat in a spell, it says "Choose Target: Target  Click on a token on the screen to choose a target." I have a token selected. I suspect the token isn't valid somehow? What does the clickable save use to determine if a token is selected? its not the selected token, you have to actively click on a target.  the selected token (the one with resize controls) is irrelevant
It doesn't seem that dragging and dropping a monster into a new character is populating Passive Perception into senses, like in a normal monster block. Since we don't have a passive perception slot, this one is probably important. Steps to reproduce Create a new monster switch to npc sheet drag an aboleth onto the sheet Darkvision comes over, but not passive perception. If the creature has now senses, the senses field will have nothing in it at all.
@Ken. Thanks. I see how that works now. I'm used to have to click before for everything. :)
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Couple of things that I noticed: Traits that include at least damage (and probably attacks) include attachers for attacks.  Thinking that traits probably should have their own attachers. New Traits with damage checked appear by default to not include any damage modifier, but if you roll it, strength is added as a modifier.  If you change it and change it back to -- it will reset this value. The roll template banner graphic seems to be off
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Edited 1456640632
Vanakoji
KS Backer
Been looking over things as much as possible and for the most part, it comes down to mostly prefernce things. I am not finding many issues with the sheet. Issue - Spells : I am able to get an error that existed with weapons before where I added sacred flame, and was messing with the 2 damage fields and the error of them re-enableing themselves is present. When disabling the second damage field, the first click disables it and it enables itself and the second time it stays off. The second time is stays disabled but if I disable the first field, both fields get enabled again. - Small thing, with the default size when I view the spell page, the text of "damage" in the bonuses and penalties section overlaps with the saving DC text. the e of damage goes into the S of saving. Features I will start by saying these are things that we may disagree on but I am writing it to hopefully spark ideas even if there is a good reason for my ideas not to be used as these are more small things I picture with my 100% ideal, no limitations sheet rather than issues since other than a few small things, I think the sheet is pretty much done. - Per roll edits : It would be nice to be able to edit roll options per roll as the current Community contributed 5e sheet does where each roll can be edited to always roll advantage/disadvantage rather than the shaped sheet having one option for the entire sheet. This feature would also make sense with these additional options only appear in the new edit mode. - Roll options : Having at least one more option for rolls would be nice. Currently, the sheet always rolls advantage with the option of one roll or query, however the option to just roll 2 times without it being advantaged would be nice so that the grey numbers are never used. Even just having an option to turn off the grey numbers for advantage/disadvantage on the sheet would be nice. Overall though, the current Community contributed 5e sheet has the better roll options allowing for 5 cases of 2d20, 1d20, query, always adv (using styling similar to grey numbers where the higher number stands out more), and always disadv.  -  Critical : I feel I did not explain well the last time so I will try to go into detail. The method I was thinking of involves a setting on the settings page. The setting would have 3 options (for best flexibility for customs crit rules) 1) Standard critical - This is how the sheet currently is and would be the default option so that players have the extra crit die added in to avoid the issue of people not understanding the crit field like the old sheet. 2) Add crit field only - This causes the rolls to behave like the old sheet so a longbow crit rolls 1d8+dex+(crit field), it only rolls a extra d8 if a d8 is in the crit field as the old method used, this allows for max damage + roll by putting 8 in the crit field giving 1d8+dex+8. 3) Crit field only - A special case for odd rules where when a crit is rolled, normal damage is not rolled and only what is in the crit field is used for damage. Example, say a magic item that rolls a d10 instead of d8 when it crits or deals a flat damage. These three options on the setting page would allow for most crit rules to be used while making it so people are not forced to use to have a second weapon die added automatically when it is not wanted. Also, keeping it as a setting that works as the sheet currently does as the default means that the reason for auto including the die on crits in this sheet would still avoid people not realizing the crit field needed to be filled in. Ideally these would be per attack options as mentioned above in the "Per roll edits" rather than sheet wide allow for more fine control over these things. - NPC skills/saving throw prof: It seems many people are looking for NPCs to display the skills they are prof in but having all the skills listed makes it unclear and having the prof fields next to the skills seems like something you don't want in display mode. Here is my suggestion though it may not be possible as I know you are working with heavy limitations at times. Split them up. If we look at the normal stat blocks, only prof skills/saves are show however, on the sheet many (myself included) want all saves/skills displayed as NPCs will need to use more than just what they are prof in and people want the button. From this though, it we can combine the two ways together it would work best as in the official stat blocks, since only prof skills appear first than in display mode make them appear at the top of the list. Ideally, you want to see prof skills, a small space, then the rest of the skills. Lets say a creature is prof in History and Acrobatics. Using the combined method we start with the official style having Acrobatics and History displayed first Acrobatics +4, History +3 Next we insert a small space and then display the rest allowing all skills to be displayed while keeping prof ones first in the official style getting something like Acrobatics +4, History +3 Animal Handling +2, Arcana +1, etc... (this section is just the inline list as it currently is, excluding prof skills as they appear first.) I am not sure if this is possible but having that "prof skills first" style adheres to the official style while having the small space followed but the non-prof skills gives a button for each with a clear separation of prof skills and non prof skills. The same could be uses with saves but I don't think saves needs it as much as I wonder about skills prof, but saves I am never worried about prof as you are either rolling it or not. - Buttons : I prefer the add buttons to still be there with weapons as it is with spells. Attacks and spells are things I deal enough with that having the extra click just to add/modify is a bit annoying. Not a big deal but something that stood out. - Repeating fields rearranging : Small thing with the new dev update, grey fields cannot be dragged into a different order. The left button to click and drag does not appear while on an older sheet version it appeared but was underneath the grey fields and was hard to click. Small thing about the upcoming update.
Played a full session tonight. Think we spotted two bugs. 1) This is the one I sent you the PM invite for. Our ranger has the global +2 bonus to ranged attacks on her settings page. Now everything WORKS properly when you roll, but the bonus only appears in the ATK column of the first two entries in her attacks. Go to the PC folder and pull up Hannah. Look at her attacks. She has a "Bonded Bow" and a "Sharpshooter" attack. These have a +14 and +9 listed, as is proper. Then she has a short sword attack, Then she has "Bonded Bow+HM" and "Sharpshooter+HM" after. These are listed with a +12 and +7. Now when we roll them, they are still +14 and +9, so it doesn't affect the game. They just display wrong in the weapons list. 2) The formula for clicking on a save and selecting a token appears to be broken. I think it's missing a plus. a) Set out a monster with a stat bonus and a proficiency bonus for the type of save you intend to use (actually it probably works either way, but this is how I tested it). b) Cast a spell with the save in question. c) Click that save in the spell description then select the token you put out for testing. d) The result doesn't appear to include the proficiency bonus. The help text when I hover over says: Rolling d20 + 3[dex]4[prof] = 1(+3) So in that case I rolled a 4, but the minimum should have been an 8. I think maybe it's the lack of the + between dex and prof.
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@Alexander and Kevin: I've added a maximum height and a scrollbar to traits so that it will be the same max height as the old textarea was. I've added the same for equipment items (and armor if you somehow get that many). This will be in the next version. @Rick V: Ammo is a property of each weapon. Each weapon can have different ammo so providing a global ammo wouldn't cover scenarios where people have multiple weapons with ammo. @Robert: Passive Perception is not currently part of this sheet. I've seen it mentioned a few times, but haven't heard strong opinions on the matter. @Kevin: Attachers for Attacks on traits : Fixed in next version. Traits set to use melee damage by default : Fixed in next version. Roll template graphic : This was a result of some refactoring. Fixed in next version. @Vanakoji: Spell rechecking: Please provide a reproduction path for damage re-enabling themselves. Did you drag a spell or populate it yourself? What spell? What is in the fields? etc etc. Spellcasting overlap : Ah, yes. This is why I had that text there. Fixed in next version. Per Roll settings : I think this is a rare case, but it's still worth doing. Making it with with the global will be a bit tricky, but I'll add it to my todo. Roll options : I can add an option to always roll at disadvantage. Always rolling 2 without advantage turned on is the exact same as having advantage turned on technically so there isn't a need to have that. Critical : What you're suggesting would require the sheet to go through every attack and change the crit damage for every one on every change. It's not simple. Beyond that the old sheet worked exactly as the new one does. Actoba's sheet required you to enter the critical damage. Mine hasn't for at least a year now. That was done purposefully because hundreds of users asked about it on the forums (rightfully so - it was very confusing). The reality here is houserule must meet certain criteria to be implemented: Not cause additional lag for users Not cause additional burden on default users Not cause a lot of work This one would fail on reason #2 for the extra crit field shown to all users and #3 for the amount of work required. NPC Skills/Saving throws : "having the prof fields next to the skills seems like something you don't want in display mode"? In presentation mode I only see the total. Proficiency only shows in edit mode. What I have currently matches the MM in format. I can not change the order of repeating sections based on what is proficient. Nor should I - alphabetical is how it is displayed. The only change to be made here would be to hide all skills that the creature is not proficient in (people can still click the abilities above to roll checks). If people are in favor of that I can do it, but I have not heard many opinions either way. Buttons : Add/Modify buttons are there on edit mode. The concept is the same for NPCs - the sheet is meant for using and if you want to edit it you then enter this other workflow. Repeating Fields Rearranging : I moved the styled move icons to be on top of everything else. Fixed in next version. @Robert: Because global bonuses are text I recently stopped adding them to the attacks display. The first bow was likely created before this change and the second after. It should ideally handle numbers and add them or display like "1d4" (for damage) and not add it. Fixed in next version. The formula for Saving Throws for NPCs is broken in all cases, not just the clicking case. I'm not sure how it got in this state, but forcing every sheet to recalculate saving throws seems to fix this. Fixed in next version.
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2.1.10 Added German translations ( Thanks Rouby!!! ) Scrollbars have been added to traits and Equipment for PCs if either of those become too long. Processed global bonuses to either handle a number like "5" or a string like "1d6" NPC saving throws now correctly add proficiency Added an option to the roll settings to always roll with disadvantage. Added an option to initiative roll setting to always roll with disadvantage. Fix roll template triangles. Removed attack attacher from traits. Traits no longer default to adding damage Fixed overlap of words for spellcasting bonuses on the spells page Styled the upcoming repeating move button to be on the uppermost layer Skill names can be edited on core page in edit mode.
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FYI I'd appreciate it if anyone wanted to help on the wiki. I'd like it to be fairly concise. I'd like it to have some of the more commonly discussed items - how to reference a repeating item, how to use thee styling code, etc. <a href="https://wiki.roll20.net/DnD5e_Shaped_Character_She" rel="nofollow">https://wiki.roll20.net/DnD5e_Shaped_Character_She</a>... is the current state. Though currently I get a 404 when trying to login..
@Kryx. Thanks for the answer. I will take that as something that is not accessible in any way. Just be clear. I did not mean 1 overall ammo trait. There is no weapon1_ammo somewhere right?
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It is accessible. @{NAME|repeating_attack_##########_ammo}
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Vanakoji
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For spells Updated sheet (current version) Created a new character added one level barbarian (quick add for cantrip level&nbsp;referencing) Added the spell Sacred Flame through drag and drop Enabled the second damage field and entered 1d8 (anything seems to work) into the first field of damage The damage fields now re-enable themselves A minor note, when making sure it reproduced the bug in multiple tests, a small thing I noticed is that you cannot delete a spell when it is expanded if you have not collapsed it at least once. It seems odd on what allows you to delete but reproducing step.&nbsp; Click add a new spell Dragged sacred flame into the new spell entry clicked modify clicked delete the new spell entry disappears then reappears as a blank entry. As I thought with some things though, some just can't be done or don't fit the design. The idea with split skills was to match the MM style with having the extra skills as well. In general I think people want a way to identify what skills are trained, even it it was underlined but splitting them up, which isn't possible it seems, is the only method that doesn't break MM design. I think in general the buttons help with making sure the skill is using the right attribute and shows in chat that it is that skill being rolled so I think all the skills may help newer DMs as well (that son't know what attribute a skill is yet) so it would be nice to have, just that if there were two sections from prof and unprof skills it would help some people but if it can't be worked in than that is it. There is one thing I disagree on though from what you said. Always rolling 2 without advantage turned on is the exact same as having advantage turned on technically so there isn't a need to have that. My groups always roll two rolls, so we would roll with advantage on this sheet. However, always rolling two rolls vs rolling with advantage means rolling with advantage puts the lower value in grey text with the higher in black text. Rolling two without advantage on however means that both numbers are in black text so that it doesn't make the number we want/need to use since we are always rolling 2 rolls less prominent. This is why I mentioned even a option to turn the grey text number off would work as that is the only difference but one that I and those I play with wish we had as we don't want only one roll and we don't want the grey text. EDIT: For the spell deleting bug, it seems to happen it nothing else is updated but what has to happen before it deletes properly is a bit odd. As for the wiki, I could help some but I am unsure as to what to put with all the old stuff, if it should be new tables under the current try to state its for the reshaped sheet etc.&nbsp;
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Kryx said: It is accessible. @{NAME|repeating_attack_##########_ammo} So if it is the first repeating attack on the sheet it should give back it's ammo value in the chat if type in: @{NAME|repeating_attack_0_ammo}?
@Rick V. - you will need to use the Object ID of the row (which there are ways to do it) or in your example use&nbsp;@{NAME|repeating_attack_ $0 _ammo}.
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Vanakoji said: For spells Updated sheet (current version) Created a new character added one level barbarian (quick add for cantrip level&nbsp;referencing) Added the spell Sacred Flame through drag and drop Enabled the second damage field and entered 1d8 (anything seems to work) into the first field of damage The damage fields now re-enable themselves So I added sacred flame which has saving throw and damage toggled. I then click the second damge which means I have those 3 toggled. I then add "1d8" to the second damage and still 3 are toggled. Where is the problem? Deleting spell problem seems the same as I have on github for armor. Vanakoji said: My groups always roll two rolls, so we would roll with advantage on this sheet. However, always rolling two rolls vs rolling with advantage means rolling with advantage puts the lower value in grey text with the higher in black text. Rolling two without advantage on however means that both numbers are in black text so that it doesn't make the number we want/need to use since we are always rolling 2 rolls less prominent. This is why I mentioned even a option to turn the grey text number off would work as that is the only difference but one that I and those I play with wish we had as we don't want only one roll and we don't want the grey text. The functionality of what you suggest is the exact same as advantage, but without the gray text. The question is should we choose to make an option that functions as advantage, but appears different? From a design perspective that answer should be no - it should look consistent if the functionality is consistent.
Thanks Kevin, appreciate the fast answer. To bad I still suck at this to get it working. Well gave it a try. Will just keep my eye out if someone else figures it out eventually and not clock this thread up anymore ;)
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The Aaron
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Rick V. said: Thanks Kevin, appreciate the fast answer. To bad I still suck at this to get it working. Well gave it a try. Will just keep my eye out if someone else figures it out eventually and not clock this thread up anymore ;) Hi Rick. &nbsp;Ammo is quite old and I'm working on it's replacement. &nbsp;It will work with the sheet, but unfortunately you can't use the $0 syntax, you'll need to find the RowID for where the Ammo is: !ammo @{character_id} repeating_attack_-KA1kzYklN1ZS0ZCi11x_ammo -1 You can find the RowID in Chrome by right clicking the Ammo field and inspecting it, then tracing up the HTML until you find a line like this: &lt;div class="repitem" data-reprowid=" -KA1kzYklN1ZS0ZCi11x "&gt; Not ideal, but hopefully I'll find a better way to handle this in the next version.
So I added sacred flame which has saving throw and damage toggled. I then click the second damge which means I have those 3 toggled. I then add "1d8" to the second damage and still 3 are toggled. Where is the problem? Now if you disable the second damage field, it re-enables itself. If you disable both fields, then both get turned back on. As for the rolls, while having two rolls could be the same minus the grey text as advantage, the grey text in this case is the change in function as it changes the display. It may be a visual thing but every player I have played with points it out as the one big issue as two rolls doesn't mean advantage. Its a small thing but its my biggest dislike of the sheet.
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Kryx
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Sheet Author
API Scripter
2 rolls does mean advantage. There is the disconnect. Let's examine the possibilities: Roll 2 rolls with Advantage: Roll 1 or roll 2 is a crit - show crit damage Roll 1 is a crit - show crit damage Roll 2 is a crit - show crit damage Roll 2 rolls with Disadvantage: Roll 1 and Roll20 are both crits - show crit damage Roll 1 is a crit - no crit Roll 2 is a crit - no crit Roll 2 without Advantage or Disadvantage has the same effect as Roll 2 with Advantage.
In regards to the skills listing on the npc page. &nbsp;I think the best solution for me is to only display the proficient skills and saves and have a workable check query or chat button option that would make access to all the checks convenient while maintaining a clean and faithful representation of the MM sheet.I have already put my vote in for a full query, but I realize this is a lot more work.
The Aaron said: Rick V. said: Thanks Kevin, appreciate the fast answer. To bad I still suck at this to get it working. Well gave it a try. Will just keep my eye out if someone else figures it out eventually and not clock this thread up anymore ;) Hi Rick. &nbsp;Ammo is quite old and I'm working on it's replacement. &nbsp;It will work with the sheet, but unfortunately you can't use the $0 syntax, you'll need to find the RowID for where the Ammo is: !ammo @{character_id} repeating_attack_-KA1kzYklN1ZS0ZCi11x_ammo -1 You can find the RowID in Chrome by right clicking the Ammo field and inspecting it, then tracing up the HTML until you find a line like this: &lt;div class="repitem" data-reprowid=" -KA1kzYklN1ZS0ZCi11x "&gt; Not ideal, but hopefully I'll find a better way to handle this in the next version. Dude your a monster! (positively meant). I have noticed you said some handy stuff is coming down line the sometime, updates of your older stuff. But I love how all you guys are helping out. Great stuff!
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Edited 1456680432
Kryx
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Sheet Author
API Scripter
2.1.11 Added "Sneak Attack" and "Divine Smite" features on the character page. These can be adjusted for houserules. I plan to attach these to attacks (player can choose to add it or not), but for now you can use them by adding the following to freetext under an attack: "[Sneak Attack](~NAME|sneak_attack)" or&nbsp;"[Divine Smite](~NAME|divine_smite)" Added chat macros and query macros for saving throws and ability checks. Query macros do not and cannot take into account roll settings or attachers. Chat macros work 100%. Let me know what you think of both features. I can add more class features as requested.&nbsp;If people like them then I can add the attach to each attack for the class features. I can also add more macros to include other things like attacks, actions, etc. Though those will only be chat ones.