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[5e Shaped] v2.1.13 Live

1457256755
Lucian
Pro
API Scripter
Robert D. said: 1) Is it possible to make an API script that just goes through everything in your character journal and turns on Break Initiative Ties? 2) Anyone want to write it? :) I'll add it to the list for the new script, but if you are using group initiative you probably want to configure that instead. You need: !group-init --del-group 0 !group-init --add-group --Bare initiative --Tie-Breaker initiative
Kryx said: I cannot fix that without revamping how armor items are dragged from the SRD since Item Type is put into a select which has a set number of options and cannot apply to any other not in the list. Since it's not blocking and is such a rare case I'm going to leave it as is and expect users to fix it. Alright, that's fine. It's not a big problem at all, just something I noticed and wanted to mention.
1457271578

Edited 1457272771
Kryx
Pro
Sheet Author
API Scripter
2.2.0 Internal change to switch to ES6 instead of ES5. Huge change so there may be bugs as a result - hence the version. Added a catch to a function to watch for an error for roll20. Should fix some cases of removing repeating fields. Though it seems you have to add a name to armor/spells before removing the last item.. not sure why.
Keeps getting better.  As always - Thanks Kryx
Yes, this is looking very nice. I finally had time this weekend to sit and create a few test characters for our game. I found something and I am not sure whether it has been addressed. I did a manual search but since we can not search within threads, it becomes difficult to find the answer.  v2.1.13 with no ability to update to latest. I am not seeing a bonus to specific ability saving throws. I see the ability and check bonuses but no where to enter for the saving throw. I check this because I have an item that allows me to add to a saving throw of my choice. Am I missing something or was this agreed not to be included? thanks H
1457291139
Kryx
Pro
Sheet Author
API Scripter
Hi Heather, You can edit saving throw bonuses on the core page while in edit mode.
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Edited 1457295899
Kryx
Pro
Sheet Author
API Scripter
2.2.1 Ability Score Bonus and Ability Check bonus moved to the core page under each ability Edit button is much bigger for PCs now Tabs now recede a bit into to header so they take up less room. EDIT: I've just now remembered that I forgot to do the same ability bonuses for NPCs. I'll do that tomorrow.
Kryx said: 2.2.1 Tabs now recede a bit into to header so they take up less room. I just checked this change. Honestly, it doesn't look that good. They're overlaid on top of where it says "character name", and you can see some of the letters between the tabs. I'd suggest either undoing this change or removing the text where it says "character name". Either would be fine with me, I just noticed the text under the tab buttons.
Is there any way of making macros left aligned instead of center aligned? Lets say I want to make a text based macro with a Condition (Prone) description for example and want to make it left aligned for easier reading.
1457299789

Edited 1457299923
Kryx
Pro
Sheet Author
API Scripter
@alexander what browser are you using? It looked good on chrome, but I didn't verify with Firefox. @Moose currently everything is center aligned and there is no current way of making that configurable. Though as you say some things should be left aligned.
Kryx said: @alexander what browser are you using? It looked good on chrome, but I didn't verify with Firefox. I use chrome and I got the same thing I believe
1457303107
Kryx
Pro
Sheet Author
API Scripter
Huh, it looked nothing like that last I left it. Are you both using 100% font size?
1457303306

Edited 1457303403
Vanakoji
KS Backer
I am, zoom is set to 100% for me in chrome as well.
1457303659

Edited 1457303710
Kryx
Pro
Sheet Author
API Scripter
Perhaps you've made the width rather big so the dnd image gets tall? I'll check it tomorrow.
Kryx said: @alexander what browser are you using? It looked good on chrome, but I didn't verify with Firefox. Newest version of chrome on Windows. All display settings for chrome are defaults. Changing the width of the sheet does nothing in regards to this. I do have Stylish installed, but it was turned off. I can't think of anything I've changed that could have an effect on this.
thanks for the "normal" release! How often is the regular version updated?
I believe he said about weekly.
AC and HP capitalized Noticed something with this. - AC with the current version at least is no being capitalized (small issue, its near the top anyway) - HP is only capitalized if you edit the HP field first as it does not seem to be on creation. If you make a new sheet and drag a monster in, you cannot get hp to be capitalized for setting it on a token. Seems like drag and drop is setting it to lower case first and keeping it like that.
Another issue; All the skills are Str based. This also is a problem with NPC version.
@Lucian Thank you! That eliminates my need for a script to set the button on all NPCs as well. That's what I was looking for, I just don't read code well enough to figure out what fields to add on my own.
1457312959

Edited 1457313086
Vanakoji
KS Backer
Doug E. said: Another issue; All the skills are Str based. This also is a problem with NPC version. Also, the generate skills button does the same with skills but also makes a second list of red boxed skills. You can also notice that the names are not formatting the same, names use lower case at the start and skills with spaces are pushed together "animalHandling"
I realize I have no one to blame but myself, but as a free user I couldn't duplicate the campaign to try this out first. I assumed there might be some growing pains but... unfortunately it seems that while the *base* stats of most characters were preserved, none of their inventory items, or anything else on the sheet beyond the basics really, was. No actions, equipment, spells, items, class levels, etc. were preserved. I thought, much like the "Features and Traits" window in the sheet, that we might have the ability to see these entries and phase them over some how, or they might be imported. Early adopter pains I suppose.
1457343810

Edited 1457344652
Kryx
Pro
Sheet Author
API Scripter
Note: Most items currently being discussed are on the upcoming version (2.2.X) and do not apply to the 2.1.13 live version . In the future I'll make separate threads so it's easier to support both. Release of 2.2.X  will not be pushed to roll20 this week as there is still a lot in progress. @Alexander and Vanakoji: So this isn't an issue for me because I have so many classes for my test case and that causes a line break (which it shouldn't).. ha! I'll solve that. On AC and HP : I've ensured they are both capitalized in the template and the sheetworkers. However any creature with it uncapitalized will not capitalize it when I try to force to update it from the script so I don't think I can solve it for existing creatures. HP doesn't seem to want to capitalize either.. not sure why. @Doug: You found the first ES6 transition bug! I forgot an underscore in 1 case. :(    It looks to be fixed now. @Vanakoji: I don't see any skill duplicates . Can you verify after 2.2.2 goes out? All of the above will be pushed later tonight. @Andrew: Making a copy of a game is available to all users on the game page: As mentioned in the TODO of the OP and a few more times in other posts there has been no conversion process yet. Currently you are expected to create everything from scratch.
Kryx said: @Andrew: Making a copy of a game is available to all users on the game page: Understood. Thanks I didn't know about this actually, I appreciate it a lot. I'll be migrating everything over by hand, should only take a few days. I thought the import script was the thing I was waiting on, not the conversion script. Either way, it's my fault.
1457344556
Kryx
Pro
Sheet Author
API Scripter
Sorry for the inconvenience. You can also ask the roll20 devs to switch it back to the old shaped sheet if you need. Conversion scripts are a large task that just haven't been done yet. :S
It's my own damn fault, I'll just suck it up and put in the legwork. Thanks for the replies though. I can make a copy of the campaign and then copy the text from the data fields on the Abilities page into the new sheet.
1457358916

Edited 1457359163
Having a weird issue with the sheet's text not loading. This is one of my old characters, but I thought I would share. Apparently one of the old variables or macros can cause this when imported into the new sheet. I'll try and track down what it is if I can. Edit: Got it. No default language was loaded. Resetting the language strings fixed it.
1457359661
Kryx
Pro
Sheet Author
API Scripter
I highly recommend starting each sheet from scratch if you're porting over. It'll reduce a lot of lag issues.
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Edited 1457362774
I haven't really experienced too much lag, we weren't utilizing many macros and such, but I'll keep it in mind. I know doing a "dirty" import like this will have a few hiccups, but right now I just wanna get my campaign going again, I can gradually copy sheets over piece by piece later, or make it something for my players to do down the road. edit: I did some side-by-side testing with my old NPCs versus new ones from the SRD, and there was no discernable lag for me. How does the new feature for Higher Level Spell Casting work? I was looking to add class features as spells temporarily to keep track, and while I can get it to invoke Higher Level Casting, I don't see any way to set an upper limit on how higher it can go. I realize that you aim to add class features directly and manage them via Resources it seems, but just as a general question, how do you set a "max dice" limit on Higher Level Spells? Overall amazing work on the sheet, the click and drag has made setting these sheets up again overwhelmingly more easy that it was originally.
1457362520
Kryx
Pro
Sheet Author
API Scripter
There is no limit on higher level spells besides the query of up to 9. It doesn't limit by the maximum spell level or anything like that.
Would it be possible to make damage limiting an option under Higher Level down the road perhaps? (Max Total Dice: 5) For spells with limits on maximum number of dice, it would make it simpler to not have the option to cast it at the 9th level continue to stack if the maximum number of dice is supposed to top out at the 3rd level. I was testing this with a version of Divine Smite as an example, but I'm certain there are other spells it might be useful for. Under the Spells section, it would also be great to have a "collapse all" button to collapse the visible spells instead of having to click all the gear icons one at a time. While this also applies to Equipment, I think with a long spell list it's especially needed.
1457363600
Kryx
Pro
Sheet Author
API Scripter
Divine Smite is under a class feature and already maxes out. For now spells will toggle individually, but perhaps in the future we can add a toggle to show/hide all spell details.
1457366909

Edited 1457366947
Kryx
Pro
Sheet Author
API Scripter
2.2.2 Resources will now be a repeating section labeled "Class Features" which will contain all Class Features. Sheet Workers will be setup to auto populate this repeating section with items such as "Sneak Attack" or "Divine Smite" at the appropriate levels. This section will be expanded to handle other situations like damage. Small fixes to ability check bonuses Added ability check and score bonuses to NPCs and made some styling changes for PCs. Fixed Generate skills from the ES6 bug "Class & Levels" in the header no longer wrap Removed negative margin on the bottom of the header as a result of the wrapping. AC and HP are capitalized
1457367068

Edited 1457367397
what is the "freeform" blank used for? Edit: Nevermind (i think).  found out it uses text formula stuff  is there a guide as to what can go into it?
I know, I was just thinking of other spells with a damage limit for being cast above level, but I suppose it is an edge case scenario. For now I'll be managing Class Features as Resources and "spells" for simplicity, but looking forward to seeing it all implemented. Thanks again for all your work. Appreciate it.
Bryan S. said: what is the "freeform" blank used for? Edit: Nevermind (i think).  found out it uses text formula stuff  is there a guide as to what can go into it? You can use it to change things in the header or add other hinge to the rolls is you know what's needed. I use it for some of my Blood Hunters features, like the Blood Curses. They target creatures. 
1457367744
Kryx
Pro
Sheet Author
API Scripter
I must be missing something if you're using resources for spells... Spells are one of the most complete areas of the sheet. What cases does spells currently not cover?
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Edited 1457368328
Kryx said: I must be missing something if you're using resources for spells... Spells are one of the most complete areas of the sheet. What cases does spells currently not cover? No no, I just worded it poorly when I replied. Don't worry, I'm just filling the gap until everything is implemented. Until all the class features are implemented, I'm splitting them between the Resources area for simple tracking for things like Lay on Hands, and adding custom spells for things that buff, do damage, or need a roll. edit: I'm following your updates on the 2.1.13 live version, so you've already addressing most of this in what's to come. I'm just taking actions to make my game move forward in the meantime is all.
1457368224
Kryx
Pro
Sheet Author
API Scripter
Ah, ok. Traits is probably better suited to that.
1457369068

Edited 1457369524
Bryan S. said: what is the "freeform" blank used for? Edit: Nevermind (i think).  found out it uses text formula stuff  is there a guide as to what can go into it? Vanakoji shared a doc with the template fields  here , those are the things you can use in the freeform field. I use it to manage ranged weapons ammo, since I couldn't find a way to link a token bar directly to a weapon's ammo field and I can't use scripts. I created a variable called, for example, "crossbow_ammo" and then linked that variable to a token bar to update it without needing to open the character sheet. In the freeform field of the weapon I wrote {{ammo=@{crossbow_ammo}}}, so it shows that value when I use the weapon (it overwrites whatever value is written on the ammo field). Kryx, would it be possible to have a template field called "gm_info" or something, that would be always hidden and you could use in the freeform field? Sometimes I'd like to have some info hidden in an action, but not hide it for all the rest.
Kaelev said: Bryan S. said: what is the "freeform" blank used for? Edit: Nevermind (i think).  found out it uses text formula stuff  is there a guide as to what can go into it? You can use it to change things in the header or add other hinge to the rolls is you know what's needed. I use it for some of my Blood Hunters features, like the Blood Curses. They target creatures.  is there a wiki with common code used to achieve certain things.  also can this be used to add a -1 counter on ammo?
1457369345
Kryx
Pro
Sheet Author
API Scripter
It is only used for displaying things on the roll template so adding a "-1" counter to ammo will not help remove some from the ammo.
I'm loving the new traits section. The display text box is awesome. In using it to mark action, bonus action or reaction and a quick blurb of what it is, and in the free form, I'm using {text=TEXT} for the full description of the trait/feature.  Question about NPC traits. I've created a macro that calls all the info for the monsters. I allow my players to use various skills to identify them. The only thing I couldn't figure out was the actual traits. Is there a way to do something like @{selected|traits} to call and display that info?
1457369647
Kryx
Pro
Sheet Author
API Scripter
@Kaelev: You can just use freetext for text on traits now. No need to do the freeform text hack. NPC traits are accessed the same way PC traits are. %{NAME|repeating_trait_#######_trait}
Kryx said: It is only used for displaying things on the roll template so adding a "-1" counter to ammo will not help remove some from the ammo. Damn!  You give them a Cadillac they ask for Lamborghini.  Awesome work though!  can't wait for v2.2 If i had a request the to get to the ammo up/down buttons i currently have to expand the quick tab and minus 1 then shrink it  if i want to keep a clean view.  is it possible to get it to add an ammo up/down button if there is ammo, or an ammo counter check box that -1 if the box is check or - a user specified amount if for some reason their attack uses more than one ammo.  Not that my group really tracks ammo so i'd say this would be at the bottom of the pile somewhere.  no biggie at all. 
Kaelev said: I'm loving the new traits section. The display text box is awesome. In using it to mark action, bonus action or reaction and a quick blurb of what it is, and in the free form, I'm using {text=TEXT} for the full description of the trait/feature.  Question about NPC traits. I've created a macro that calls all the info for the monsters. I allow my players to use various skills to identify them. The only thing I couldn't figure out was the actual traits. Is there a way to do something like @{selected|traits} to call and display that info? I did something similar to what you are doing I think, a GM quick stats button without opening the sheet, that looks like this For the traits, I did a second reference that needs a small amount of manual editing. In the macro, I reference another ability that looks like this without setup **@{selected|repeating_action_$0_name}:** @{selected|repeating_action_$0_freetext} **@{selected|repeating_trait_$0_name}:** @{selected|repeating_trait_$0_freetext} **@{selected|repeating_trait_$1_name}:** @{selected|repeating_trait_$1_freetext} **@{selected|repeating_trait_$2_name}:** @{selected|repeating_trait_$2_freetext} **@{selected|repeating_trait_$3_name}:** @{selected|repeating_trait_$3_freetext} Then when I enter the monster, in that ability I remove the action section if the creature does not have multiattack and then remove the traits to match the number of traits the monster has (so 2 traits means I delete multiattack and the last 2 lines). A small but quick edit to display this. Here is the full macro if you want for the above output /w gm @{output_option}   &{template:5e-shaped} {{action=1}} {{title=@{character_name}}} {{show_character_name=1}} {{character_name=@{size} @{type} • @{alignment} }} {{subheader=Quick Stats}} {{AC=@{ac} @{ac_note} }} {{HP=@{hp} }} {{P. Percep= [[10 + @{repeating_skill_$11_formula} ]]}} {{Ability Scores= **STR:** @{strength} (@{strength_mod}), **DEX:** @{dexterity} (@{dexterity_mod}) **CON:** @{constitution} (@{constitution_mod}) **INT:** @{intelligence} (@{intelligence_mod}) **WIS:** @{wisdom} (@{wisdom_mod}) **CHA:** @{charisma} (@{charisma_mod}) }} {{Speed= @{npc_speed} }} {{Senses= @{senses} }} {{Languages= @{languages} }} {{Damage Vulnerabilities= @{damage_vulnerabilities} }} {{Damage Resistances= @{damage_resistances} }} {{Damage Immunities= @{damage_immunities} }} {{Condition Immunities= @{condition_immunities} }} {{Traits= %{selected|qs_trait_list} }} {{CR= @{challenge} (@{xp_readable} xp) }} (the %{selected|qs_trait_list} is the custom list above in another ability)
1457371182
Kryx
Pro
Sheet Author
API Scripter
Attacks will stay as is when collapsed to mirror the paper sheet. I'd say about 30-60% use ammo. The best a non-Pro user can do is leave that attack open. The old sheet had individual fields toggleable, but that caused problems with lag.
1457371620
Kryx
Pro
Sheet Author
API Scripter
@Vanakoji: You should mirror the sheet in design so no line break for languages, damage resistances, and the like. :) I'm going to take away the center styling for some text on the roll template. so that should help.
1457371849

Edited 1457372227
Kryx said: Attacks will stay as is when collapsed to mirror the paper sheet. I'd say about 30-60% use ammo. The best a non-Pro user can do is leave that attack open. The old sheet had individual fields toggleable, but that caused problems with lag. Gotcha, kinda figured the that, but doesn't hurt to ask.  I just noticed in V1.13 the "bonus and penalties section" was moved to the ??settings?? page.  was this for lag issues as well.  as these are usually used for temporary buffs and such, would they not be better used on the core page?  If its an issue of room  i notice the equipment section takes up a lot of space as well.  Hmm just thought back to your previous answer in that you are going for a mirror of the paper sheet.  I guess that whats driving most of the visual changes then?
1457372065
Kryx
Pro
Sheet Author
API Scripter
It's not on the core page because as I understand it an extremely small amount of users would want to regularly access it. Probably less than half of users will use it in the first place. Of those the vast majority will make a change once (for an item for example) and rarely ever look at that section again. The only case where I see this mold breaking is for barbarian rage which I plan to address specifically. But please let me know if I have missed some use case.