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[5e Shaped] v2.1.13 Live

Admittedly i haven't had the opportunity to play often enough to say with any real authority on usage cases but i was thinking of buff spells and such where a +1 might be given for a short duration or has that all been relegated to advantage/disadvantage in 5e (my players are only at 2nd level and not much buffing going on as most of the clerics spells are being used on heals).  On the issue of ammo tracking i realized the Equipment tab does have an adjustable qty. box so ammo could go there i.e. arrows, stones, bolts, darts, etc...
@Vanakoji: That looks exactly like what I was doing minus the traits and the line breaks; mirrored the stat block. So what would happen if I left like 2 extra trait entries in the macro when the monster only has one trait? I'm trying to have a single general macro that I can I use for any monster, traits or no traits.  Also, we should start a 5E Re-Shaped macro thread. 
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Kryx
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Probably best to reference the sheet by version instead of "reshaped" as I once called it to alleviate any confusion. See Kevin's threads for example: "Script for Shaped v2.2.3+"
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Edited 1457374148
Vanakoji
KS Backer
Kaelev said: @Vanakoji: That looks exactly like what I was doing minus the traits and the line breaks; mirrored the stat block. So what would happen if I left like 2 extra trait entries in the macro when the monster only has one trait? I'm trying to have a single general macro that I can I use for any monster, traits or no traits.  Also, we should start a 5E Re-Shaped macro thread.  You will get some broken text and errors Not the worst but it is there so some editing would be needed without a api script to do it to avoid errors and broken text. @Kryx Ya, line breaks on that was mainly due to not being left aligned so I added it in to make it easier to read, so I can rework that after it is changed. I do like center for some things though, just didn't work in this case. In general I did it to mirror the same thing I has for the old sheet which looked like
Just downloaded Version 2.2.2 Noticed that the Paladin Divine Smite Class Feature is not showing in 'presentation' mode, but is there in 'edit' mode. Looking at the Traits area, is there a plan to include a uses field? Thinking some racial traits that are once per rest (Dragonborn Breath)
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@BP Divine Smite is going into "Class Features" per 2.2.2 so we can ignore any issues with it. Uh, currently no plan to add uses to traits, but your example is a good one.
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@Kryx Modifying equipment - Cannot remove empty entries/red box Version 2.2.2 How to recreate: Open a new or existing character sheet Add an entry for Equipment Click Modify Try to delete the empty entry (multiple times) After a few tries, the entry is highlighted with a red box around it.  The red box carries over to the core page for the empty entry. Also, I've tried entering text into that spot, then tried to delete it; it cleared the text, but not the empty equipment box. **NOTE:** Haley is the existing character sheet, Sol is the new sheet
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Edited 1457405386
Vanakoji
KS Backer
To add onto equipment, after you delete it enough to generate a broken repeating item, it continues to generate new equipment fields as broken. EDIT: The new fields seem to unbreak by closing and reopening the sheet From this, I think something regarding this bug is going to character classes as well, but I can not reliably reproduce. Some sheets, when I add a class as select a non barbarian class, it adds a broken barbarian class and then newly created fields will become broken as well. Seems to be somewhat related but I can not produce this class bug all the time like I can with the above equipment one mentioned, at least I haven't found one yet.
Vanakoji said: To add onto equipment, after you delete it enough to generate a broken repeating item, it continues to generate new equipment fields as broken. From this, I think something regarding this bug is going to character classes as well, but I can not reliably reproduce. Some sheets, when I add a class as select a non barbarian class, it adds a broken barbarian class and then newly created fields will become broken as well. Seems to be somewhat related but I can not produce this class bug all the time like I can with the above equipment one mentioned, at least I haven't found one yet. Yup, just tried this and I get the same results. Inconsistent but it does happen.
I just found a little problem with the damage of cantrips and NPC. When you drag them from the SRD the damage is a formula based on @level. But for NPC, that variable seems to change with the CR and doesn't always match the NPC's spellcaster level. The easiest fix is to just change the damage to the fixed number of dice. A warning about the issue would be enough, I guess
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Edited 1457413675
Vanakoji
KS Backer
Took a bit more of a look, it seems that the equipment section is if you click delete fast enough and click delete while it reappears, so it is mostly related to the delete last bug. For class I cannot find what is causing it to happen, but looking at the log it seems to be doing multiple things when making the repeating field. Seems to come up with older sheets updated but it is too inconsistent to track down, still around ~15% of older sheets are getting so far from my older tests. Here is a capture of the console when the class bug happened. While I am unfamiliar with the code, I can see that the second "finalSetAttrs" has more in it than normal and has d8 and d12 hd when I added a rogue and it created a broken barbarian entry that cannot be deleted. EDIT: It still seems rather random and I have gotten it to happen on some newer sheets (aka created on or after the live version went up) so I can't find out what is causing it, but it seems to be trying to make multiple rows at once with different row IDs at the same time within the same function.
Thanks for all the work you put into this character sheet =) Our DM changed to this version last week, and I am trying to figure out how to sort my spellbook. On a previous page, a user said you could sort/filter spells according to their level, but aside from Cantrip and Ritual, I don't see other filter icons that would let me see all other spells, so 1st level and higher, or even level specific spells. Is there a way to add/customize that option? Also, is it possible to change the order of the spells (e.g. alphabetically)?
Petra V. said: Thanks for all the work you put into this character sheet =) Our DM changed to this version last week, and I am trying to figure out how to sort my spellbook. On a previous page, a user said you could sort/filter spells according to their level, but aside from Cantrip and Ritual, I don't see other filter icons that would let me see all other spells, so 1st level and higher, or even level specific spells. Is there a way to add/customize that option? Also, is it possible to change the order of the spells (e.g. alphabetically)? No way to sort as of yet. Not sure if it's going to be something that can be done once Roll20 allows you to manually sort them (on the dev server I believe). As for spell filters, turn of Ritual, make sure Filters is turned on and select both All.  That should allow you to see all your spells.  Then you should be able to click Cantrips and each spell level to filter them.  Hope that helps.
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Edited 1457420413
@Kryx Modifying equipment - Cannot remove empty entries/red box Version 2.2.2 How to recreate: This is all 2.2.2 Per downloaded @ 18 EST I have found this with class also.  My pure class Paladin has the issue of that class entry being red outlined. I really don't want to have to recreate his sheet, but if that is required I will... This is a sheet as off 2.1.10. To add to this... Kryx said: @BP Divine Smite is going into "Class Features" per 2.2.2 so we can ignore any issues with it. Uh, currently no plan to add uses to traits, but your example is a good one. I don't see the Class feature entry for this.  I'm not sure what you mean by moving to Class feature Repeating fields, but I haven't seen it. So I found it in the test campaign, but still looks separate. Following  per the test campaign. (3/8 2AM EST) Also on the Class actions (looking at sneak attack), if I include %{Name|sneak_attack} in the free text; when I use that attack. The name of the attack in Sneak Attack, not Dagger(or weapon name). It seams to properly include everything else for the attack, but the name is wrong and deceiving. I do like the additions, as I don't have to create attachers for it, but changing the templet title wont work.
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I'm aware of the bug related to removing the last item in a repeating section . See&nbsp; <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... .&nbsp;I debugged it a day or so ago and got rid of any erroneous calls to my functions, but it still occurs. It seems it may be something on roll20's end as none of my scripts are running (for spells for example) and items still won't delete. I could not get a red box no matter how many times I clicked delete so that reproduction path isn't working for me Kaelev. FYI this issue happens with EVERY repeating section currently which lends more weight to the idea that it's a roll20 bug. I have to investigate further. @Yadira: Can you give me an example where this is incorrect? I don't see any monster that specifies the damage for cantrips ? If what you say is true then PCs and NPCs differ here. PCs have their cantrip damage based on level. As far as I'm aware a NPC would follow the same rule, but perhaps that is incorrect. @Petra: There is no possibility to sort a spellbook currently. In the next release that roll20 makes a user will be able to drag around items manually though. Advanced filtering like "above 3rd level" isn't possible with the CSS filtering options. @BP: Sneak attack and divine smite are going away . Ignore them please. They will appear under "Class Features". Sneak Attack however is acting as it will in the future - the title of that ability will be Sneak Attack as that is what you're using. The title of Dagger will be Dagger.
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Yes, NPCs have the damage of the cantrips based on its level, just like PCs. I guess I didn't explain myself very well. An example of the problem I had: I created a Priest NPC dragging it from the database. It's a 5th-level spellcaster and has Sacred Flame in its spell list. When I drag Sacred flame, the damage gets setup as "((@{level} + 1) / 6 + 0.5)d8", the usual formula. But when I checked the output I noticed that the damage is 1d8 instead of the 2d8 it should be for its spellcaster level. In&nbsp;the attributes, the @level is 2, but&nbsp;If I change it to 5&nbsp;it seams to change the PB and weird things happen. The problem is that the variable&nbsp;@level doesn't match the NPC level written in the "Spellcasting" trait, so the damage output of the cantrip is not correct. The solution is to just change the damage to 2d8 (or whatever the damage should be), because a NPC is not going to change its level anyway. But if you don't know you have to do it you could end up with the wrong amount of damage without noticing it.
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Innate spellcasting monsters are outlined on MM page 10: Unless noted otherwise, an innate spell of 1st level or higher is always cast at its lowest possible level and can't be cast at a higher level. If a monster has a cantrip where its level matters and no level is given, use the monster's challenge rating . Monsters with a spellcasting level provided are also outlined on MM page 10: A monster with the Spellcasting class feature has a spellcaster level and spell slots, which it uses to cast its spells of 1st level and higher (as explained in the Player's Handbook). The spellcaster level is also used for any cantrips included in the feature . So we have the following 3 scenarios: PCs use total level Innate casting monsters use Challenge Spellcasting classes with a spell casting level provided use that number Should be fun to account for this variation.. :( Also: Monsters can definitely adjust level. The DM can choose to do so and I will provide tools to recalculate Challenge in the future.
I noticed that there is a&nbsp;@caster_level variable, the Priest NPC has it set as 0. I'm completely ignorant in how your sheet works and what's possible, but maybe you could set that to the spellcasting level when a trait with the name "Spellcasting" is added, the same way the action damage/attacks do when you copy the attack text in the freetext (love that, btw!). Can you control the text from the spells you drag and change&nbsp;@level to&nbsp;@caster_level? But that would mess with the monsters with Innate Spellcasting, right? I guess the solution has to come from the DM, the same way you have to check the spellcasting abilities when a monster has more than one (like a drow priestess that has innate spellcasting with Charisma and Spellcasting with Wisdom) XD Maybe add a warning in the spell page to check the cantrip damage? Not pretty, I know...
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This issue is fixed and will be deployed in a few hours.
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Edited 1457477689
Vanakoji
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Two small things seen. - Enabling uses on the last item in equipment on the main page in display mode creates a scroll bar. - Is it possible that when an attack is set to ranged, removing the ammo field doesn't reset to 1 as the section is for all attacks and not all ranged attacks have ammo. Having it set when first set to ranged could help people remember, but it would be nice to be able to remove it by putting no value in as it works with the other attack types. EDIT: It seems the hide recharge doesn't work at the moment either, works on manual entry but not from settings. The doc for roll templates should be done pending errors, all fields and their use should be on there for anyone that wants it. The sheet attributes doc I plan to re-organize and improve this weekend and make the changes needed for the new sheet.&nbsp; <a href="https://docs.google.com/document/d/1sBdHp-7xDhYWt4" rel="nofollow">https://docs.google.com/document/d/1sBdHp-7xDhYWt4</a>...
I'm using 2.2.2. It looks like right now it's making new characters with duplicate fields. The steps to duplicate are just make a new character. Extra skills, and many of the other fields are also duplicate. AC, for instance.
Bryan S. said: Kryx said: Attacks will stay as is when collapsed to mirror the paper sheet. I'd say about 30-60% use ammo.&nbsp;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.&nbsp; I just noticed in V1.13 the "bonus and penalties section" was moved to the ??settings?? page.&nbsp; was this for lag issues as well.&nbsp; as these are usually used for temporary buffs and such, would they not be better used on the core page?&nbsp; If its an issue of room&nbsp; i notice the equipment section takes up a lot of space as well.&nbsp; Hmm just thought back to your previous answer in that you are going for a mirror of the paper sheet.&nbsp; I guess that whats driving most of the visual changes then? I personally found bonus settings to be a nuisance and just hand waved it and did the math in my head.
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@Vanakoji: I see no scrollbar when enabling uses for the last equipment item. I tried on a new character and an old. I'm on Chrome with 100% zoom. However the checkbox isn't on the same like as the uses so that is an issue I need to fix - not sure if it's related. On ammo : I may pull it out to it's own section to help with tracking ammo across weapons. I'll need to think this through. Hiding recharge seems to work for me: If it isn't for you check to make sure your stylish css matches: .sheet-gm-info-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-block { &nbsp; display: block !important; } .sheet-gm-info-inline-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-inline-block { &nbsp; display: inline-block !important; } .sheet-gm-info-flex, .sheet-rolltemplate-5eDefault .sheet-gm-info-flex { &nbsp; display: flex !important; } @Robert: I cannot reproduce the issue of duplicate skills when creating a new character. Please test it on the test campaign. I do not know what you mean when you say "Duplicate AC" as AC isn't a repeating field..
Some more, this is done with the "Vanakoji Test" sheet in the "reshaped" test game. - Scrollbar If the uses on the second item is turn off, it goes away, is currently like this on the sheet in the test game to help look at. - Recharge: It is not the custom css, but just the base sheet. I was testing while finalizing the doc on templates and noticed this. Which I select "Hide Recharge" on the settings page, it still shows up in the chat. This too is done with the above mentioned sheet. Looking into it some more now, I notice this is a error specifically with the traits section with "@{hide_gm_info}" not being added to the traits roll. For example, with hide recharge selected on the settings page, click the Legendary Resistance of a dragon and recharge still shows.
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Got the scrollbar to appear with that specific case. Hide recharge: Ah there we go - on traits! This is why I ask for reproduction steps.
Hi again: As a follow up to the posts on repeating entries, it's not just the final entry I'm experiencing the "red box" issues with. No matter what I do, I cannot remove this phantom class from the character sheet. When you hit modify, you can change it's position in the list, but still cannot remove it. Not sure what the red box signifies either. As for the traits window, perhaps this is already addressed, but when you have multiple traits a scroll bar appears, which is fine, but unlike many other fields on the sheet, you cannot resize this section from the corner to make it go away, possibly due to the depreciated section below it. If possible, adding the resize function would be important for classes like Ranger that feature many different traits to list there.
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@Andrew: repeating fields cannot be removed is a bug I've tracked here:&nbsp; <a href="https://app.roll20.net/forum/post/3081131/cannot-d" rel="nofollow">https://app.roll20.net/forum/post/3081131/cannot-d</a>... Until that is solved I won't look heavily into repeating fields beyond what I've already done. Traits are a span, not a textarea and can therefore not be expanded with a drag. However in the 2.2.X+ versions it is 30 lines instead of 20 from before. Worst case you can use a css plugin to remove the max-height on that element if you want.
Kryx said: @Andrew: repeating fields cannot be removed is a bug I've tracked here:&nbsp; <a href="https://app.roll20.net/forum/post/3081131/cannot-d" rel="nofollow">https://app.roll20.net/forum/post/3081131/cannot-d</a>... Until that is solved I won't look heavily into repeating fields beyond what I've already done. Traits are a span, not a textarea and can therefore not be expanded with a drag. However in the 2.2.X+ versions it is 30 lines instead of 20 from before. Worst case you can use a css plugin to remove the max-height on that element if you want. Understood. I just wanted to make sure the class area was related directly to the repeating fields issue. If that's the case then I'm sure it will be cleared up eventually. Thanks. I think 30 lines might be fine, but if not I'll look into a greasemonkey script or something. I can try and look into that in my free time down the road as a possible tweak. *absolutely not a priority issue* As a feature suggestion would it be possible to make this a option to tweak on the setting page, via drop down, from 30-60 or so? My Wizard has only a few traits here, but my Ranger still has a lot to scroll even with 30 lines I think.&nbsp;
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Kryx
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It could be, but I'd probably just offer scroll vs no scroll. Roll20 is a rather limited system where many of the nice things are forced in. Generally a lot of this happens via JS, but we have no access to that for UI elements.
Excellent. Well, if you get the time after the more important stuff is taken care of. Is lowercase formatting enforced on text fields like resistances and alignment as a deliberate style choice? "Chaotic Good" is converted to "chaotic good" at the top, which just looks a little less impactful. This also happens on the NPC version.
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On NPC it is purposeful - the Compendium chose to capitalize words for their system to work (kinda), but that does not match the MM. In the monster manual much is lowercase - type, alignment, speeds, senses, damage types. I can turn off the alignment lowercase for PCs.
That would be nice, since the Character sheets a little more free form. Also I am still amazingly impressed with how spot-on your NPC entries have become compared to the Monster Manual. It makes me really eager to see Roll20 eventually allow custom external SRD references one day, because being able to drop in beasts from a homebrew 5e SRD, and then have a perfect MM entry like that is just fantastic.
I tried to hide the damage of a single NPC attack writing&nbsp;{{hide_damage=1}} in the freeform field. It didn't work, it just wrote the text like it was custom text. Did I do something wrong or is it because I'm still using the live version, v2.1.13?
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hide_damage is not in 2.1.13. I just tested and that will work on the 2.2.X+
Ok, thanks. I'll just wait :D
Is&nbsp; <a href="https://raw.githubusercontent.com/mlenser/roll20-" rel="nofollow">https://raw.githubusercontent.com/mlenser/roll20-</a>... messed up? It looks like there's more than one copy and it isn't formated. If I copied it like that it might be why I'm getting double fields? I can't create characters in the test campaign, so I can't test there, but if you can't dup, I'm guessing it's a problem with my copy/paste of the sheet.
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The sheet is correct - it's just compiled. It's always looked like that since before the redesign. I can give you GM to test if you're around.
I was using the character vault, then moving monsters from there into a new dungeon that has the shaped V2. &nbsp;I did not have any other API's in the adventure. &nbsp;Should it be working appropriately. &nbsp;If so, what else do I need to do.
Very minor nice to have - Freeform being added at the very end of the macro: Usage - put in a new line with a call to the new FX command for special effects for a given macro. Since you need it to be on a new line for the macro to work, atm it will cause issues with hiding and attachers as they come after freeform.&nbsp; You can currently do custom macros for it calling a roll, but it would be nice to have a way to put that in the macro itself when having a fx field doesn't make sense to attach it to the bottom with a new line.
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@Den: Your words seem to hint that this is a previous issue, but I do not see anything from you elsewhere on this thread. Perhaps I missed it? If you're trying to use characters (PCs or NPCs) from old editions of this sheet then the conversion scripts are not setup.
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@Vanakoji: I'll move extras (which contains freeform at the end of it) to the end of spells, traits, actions, attacks, and class features. That should cover all cases.
Repasting the code on my sheet fixed it. The problem with it creating multiple fields is gone. If I point a token at one of the characters I made yesterday, there are still 2-3 AC's in the drop downs for the bars, but that's barely even a nuisance, and it's only on those characters. And again, probably a copy paste error on my part.
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Cool, glad to hear it's not a major issue. The issue of not being able to delete a repeating item is a roll20 bug which will hopefully be solved soon - I put it up bug forum.
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2.2.3 Ammo has been removed from each individual attack. It now exists below attacks. In the future I'll be adding a way to tie these together to show the ammo in the roll template and to automatically reduce an ammo field when it has been clicked from attacks. Renamed "Resources" to "Class Features" and ported over all old resources to it. I will add damage and some other things here so that it can handle things like "Sneak Attack" and "Divine Smite". These class features will be added automatically via sheetworkers at certain level intervals. Added an edit mode button in the footer to help users avoid scrolling all the way to the top Armor, Equipment, Initiative, speed, HP, and temp HP all cleaned up to work better with edit mode Removed the settings cog on Armor and Equipment items. To turn on uses you must now enter edit mode. Added the hide gm info on traits. Spellcasting level is not properly set for cantrips for creatures with a specified spellcasting level Moved freeform to the end of macros for Vanakoji This one is not going public - I need to add some features for Class Features and Ammo. Likely it'll be pushed to roll20 this weekend or next Monday.
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I didn't even know this was a feature, but adding Actions to NPCs via pasting into Freetext and having it automatically pull the values from the Freetext field is *amazing*. edit: while I dream of this feature arriving for pasted spells as well, I did happen to notice there is no field in the NPC page for bio/info for creatures. While only seen by the GM, it's still nice to have the little character details accessible there at a glance. Would it be possible to add a text info field as the last entry on the NPC page?
Looking over things, mostly minor things as I am trying to find anything I can. - The scrollbar still appears, though having the checkbox it edit mode looks much better. It still only appears if the last item has uses. It does not appear if it is only one without use, so it is related to the last item (This is still on "Vanakoji Test" in the reshaped game) - The new left aligned text helps with custom macros, however some macros now look out of place, such as HD as used looks incomplete or broken since it looks so out of place on the side. Maybe keep just freetext center aligned? Would keep the nice look of the macros while still allowing other entries to have left aligned text. - Armor: Is the info intended to still exist? For example I still get "Light Armor; Strength no; 0" if using leather armor and use output to chat. The only issue is seeing the 0 at the end for stealth is a bit confusing at first and I can imagine new players not understanding it. - HP/Temp HP: I prefer being able to edit these two in display mode. Both fields are more highly changed fields and feels like the same as uses being there for features where having a easy to edit field helps and they constantly need updating. I assume it for consistency but that is my thoughts on it as "uses" being editable helps and HP is edited even more. - Broken class repeating item: Being unable to delete is an issue with roll20 that will be nice to see fixed, but the issue I find is that these undeletable&nbsp;broken fields are being added when adding a new class. For example, in the reshaped game, earlier I click add to add a class and when I switched the class from the default to barbarian I go two broken barbarian class items in the class section. This adding a new class creating broken items for the class section is the issue there. I have no idea what causes it, just that something is causing the sheet to try and create/edit multiple repeating items there at once creating those broken class fields. I was able to capture it in the test game on a sheet of what I mean. That is every minor thing I can find at the moment with the sheet.
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@Vanakoji:&nbsp; Getting the scrollbar reproduces very irregularly. I had to resize around to get rid of it. I added a spacer below the last item and that fixed it when I was testing earlier. No guarantees though. HD used: added to before the hit dice so it'll show as "1d10 Hit Dice" or "5d10 Hit Dice". Each text-align issue will have to be looked at individually. Removing text from armor I'll make HP and temp HP editable in presentation mode. Max will stay uneditable. I did it to make them clickable, but totally understandable why you'd want to edit them. Please provide a reproduction path on repeating items if it is different from that gif. I do not receive the same result that you do in that gif. I see no errors in the console or any erroring out repeating fields. Keep in mind that repeating items could be buggy on roll20's end like they are for deleting:&nbsp; <a href="https://app.roll20.net/forum/post/3081131/cannot-d" rel="nofollow">https://app.roll20.net/forum/post/3081131/cannot-d</a>...
The class issue is very odd, and I haven't found any reliable reproduction path just that on sheets that have existed for a bit seem to have a chance for it. Spent a few hours and it seems literally a roll of the dice as to if it happens so it could very well be roll20. The only thing I noticed was multiple calls to the same thing when creating the class compared to when it didn't happen. In particular, the first one had multiple repeating section being done, I just can't figure out what does this to the call example: When I got two extra barbarian classes, I saw this in the log&nbsp; <a href="http://i.imgur.com/fxM3xDt.png" rel="nofollow">http://i.imgur.com/fxM3xDt.png</a> Could very well be roll20 though as this is just a really odd one I can't get to happen consistently. Everything else looks great so far, the amount of great work really shows with how nice the sheet is.
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That console looks fairly normal. I wonder if this is a result of the character being an old tester and it would no longer happen on a new character. I promoted you to GM so you can create your own sheets.
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Kryx said: 2.2.3 Renamed "Resources" to "Class Features" and ported over all old resources to it. I will add damage and some other things here so that it can handle things like "Sneak Attack" and "Divine Smite". These class features will be added automatically via sheetworkers at certain level intervals. Maybe I'm blind, but I'm not seeing these class features getting created.&nbsp; edit: forgot a word