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[5e Shaped] v2.1.13 Live

Oh and another item I noticed. Warlock spell slots are not showing up on the Core page. Regular spell slots are there. 
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Edited 1457574152
Vanakoji
KS Backer
BP said: 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.  edit: forgot a word This is a work in progress feature, along with the warlock slots I believe since things are changing around at the moment with the class features. At the moment you use class resources but things adding automatically is a WIP. @Kryx I will keep testing to see if I can ever find a way to consistently do it but at the moment it seems most likely an old sheet and/or roll20 thing for the broken classes. Two small things. - Adding a bonus to checks on the main page does not seem to add to the roll. Example: Str 14, in the field check 2 + () in edit mode, the value entered does not add to the ability check roll. - Auto calulated spell slots is broken. Adding a spellcasting class to a new sheet does not fill in the proper amount of slots and changing the spellcasting selection gives odd results of sometimes third caster is entered as full. Then if levels are adjusted it can go back to none.
I wasn't sure from the post if that was implemented or not. I read it as it was implemented. I understand the WIP and I love the sheet and the work being done. I will be using the sheet starting next week and it's one of the items I noticed. The same is true for all class features.  I don't mind creating the features, I just didn't want to duplicate work.
@Kryx, I have not tried it before, but in your thread you mentioned starting with a new game and moving monsters over.  I assumed you meant using the transmogrifier, but that seemed to not port the monsters data over correctly, so I tried the vault and received the same result.  It would seem to that the only way is to start from scratch for importing monsters.  What is your suggestion?
Den G. said: @Kryx, I have not tried it before, but in your thread you mentioned starting with a new game and moving monsters over.  I assumed you meant using the transmogrifier, but that seemed to not port the monsters data over correctly, so I tried the vault and received the same result.  It would seem to that the only way is to start from scratch for importing monsters.  What is your suggestion? Bringing over sheets do not convert as of yet.  So for fully functional NPCs and PC sheets, you need to start from scratch.  Right now, some items transfer over, but not enough to call them functional.  It's something on his ToDo list, but right now I believe he's focusing on bugs and a few other things.  
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Kryx
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@BP: As Vanakoji mentioned class features are a work in progress and do not include things like damage or automatically popualte yet. "They will" is meant as something that will happen in the future. Sorry for the confusing wording. @Vanakoji: Ability check bonuses doesn't seem to apply. I'll fix this. Spell slots as well. EDIT: Both of these are fixed and will be released later tonight. @Den: as Kaelev mentioned no matter how you bring an old character to this sheet it will not be converted. Currently you're expected to do everything from scratch.
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v2.1.13. In a NPC sheet, if the option "Show target names on attacks and saves"  is set to yes, it ask for a target for all spells, even those that are just text like  Invisibility. Couldn't find if this has changed in the newer versions
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Kryx said: Still TODO Fix attacks vs AC to only work on attacks. Posted as part of my TODO. :)
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Kryx
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2.2.4 Spell slots now correctly generate based on class levels Ability check bonuses are fixed to correctly apply. Initiative bonus is fixed to correctly apply. Cleaned up update levels to prevent some erroring state (still working with roll20 to fix this fully) Removed notes like armor type when clicking armor items Added HD used to the title when rolling HP Hopefully fixed scrollbar issue for equipment
Kryx said: Kryx said: Still TODO Fix attacks vs AC to only work on attacks. Posted as part of my TODO. :) oops! XD
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Edited 1457668912
Vanakoji
KS Backer
The class bug mentioned and shown before about a broken barbarian class appearing when adding a class I can say is not related to old sheets. Made a brand new sheet in my own test game with 2.2.4 and all I did was add a init mod, enter display mode, enter edit mode, remove init mod, add speed, clicked speed macro and added a class and set it to wizard. However, doing the same process again for other new sheets does not work so it isn't a bug that happens every time even following the same steps. Another thing to note about this bug is that it seems likely to be per sheet based. Earlier I made "Vanakoji test 2" and with the new version I made a copy of it. When I added a class to the copy, I got two broken class entries. Adding a class to the original got the same thing so both the copy and the original had the same thing happen to it. This has lead to something to look into however. I found a sheet that produces this error (alexander) and made a copy of it. This error occurs when updating the class or adding a new one to that sheet. I made a copy of it called "Class Error Test" at the bottom of the page. This sheet does not have broken fields, to see the error make copies of the sheet and edit the class field on them to see it appear. Some copies have already been made and can be used to test. EDIT: The fields are now able to be deleted on dev but making a change to the class makes the two error ones reappear. They can be dealt with now but it will still happen with every update to the class repeating section.  EDIT2: Another test shows that it seems these are "ghost" fields that you can access the name of with something like @{repeating_class_$0_name} and even if you delete them on the dev server, they are still there. However, on dev if you change the class to something else then delete them, they reappear as the class you set it to so it seems like two ghost fields that can't be deleted properly as if you delete them they disappear but will come back on an update. Small things - 3 rolls seem a bit off with the new left aligned text as they have the same layout as the HD one (Large centered text, followed by left aligned section below). NPC AC (with ac notes), rolling NPC hp (the average section), and CR (the readble xp section).
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Edited 1457658217
Hello, Another list of minor things that could be changed (I didn't had a lot of time the last two weeks, so I was not able to see every post. Sorry if some/all the things listed below are already known) : Skill's attribute does not display correctly for me on Chrome :  Both NPC and PC are affected. It seems that it also affect your old shaped sheet, so it's probably due to a Chrome update. For heal field in traits and spells : there is a "+" at the end of the line Ammo name does have the grey color of a placeholder, even after you enter a name. Don't know if it's intended, but it looks strange to me. Equipement tab need a little rework : there is no "use" field for armor and equipment, and ammo weight could have it's own line after attacks (instead of being part of a specific attack) since they now have a special field for them in core. Could you add custom values for weight carrying (carrying capacity/push/encumbrance). Used for some class/race feature, as well as if you want to have weight listed in kg instead of having them in lbs (1kg=2lbs). A modifier is enough. Don't know if it's related to the current bug(s) with class, but I don't see any spell slot for a warlock. This should be good since the warlock have it's own "warlock spell slot field", except that there is no reminder of the actual level of these slots, making it a little confusing. For NPC : Druids are using their proficiency bonus while in beast form, so it make sense for that field to be editable, no ? Hit Points field for NPC look strange to me : you can't manually edit the number of HP, and you don't see max hp. I'm no GM, but I'm playing a druid, and it annoy me that I can't do those things (max is there so you don't heal above max hp, and not being able to edit hp manually seems just wrong to me). EDIT : Ok, I understood why you are not editing HP on the NPC sheet (you are doing it on tokens). But it's still kind of annoying for a druid. Are you gonna add a "Dispaly text" field for NPC actions/reaction/legend/lair as well ? Since it's there for traits, might as well, no ? Regarding translation : I saw that we can now reorder repeating items, yay ! So, can you change the order of the skills when you change language ? Because the translated list is not ordered by alphabetical order, making it a little bit longer to find the skill you need. As always, all the things listed here are minor issues, especially when I see how much work you put on that sheet. Thanks again for that, and sorry if some things listed here were already said before. PS: While I'm speaking of minor things, I can't copy/past the wiki link. Oh, and maybe you could add a link to the current tread of the sheet after the version number, or below the link for the wiki ?
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Kryx
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@Vanakoji: As mentioned above I'm working on the repeating class issue with roll20. I cannot create erroring fields on new characters, just old ones - the same as you. So the issue remaining is removing an erroring field. I have the same behavior that it removes and then re-adds. That is due to "change:repeating_item" triggering when delete happens which shouldn't happen. I'm currently talking to roll20 about it. Text alignment: "HD one"? The others I'll fix @Alzam: Skill abilities look fine for me on chrome and firefox. See: Can you help me determine what is different about your setup? What version of chrome? what zoom level? Heal field is intended to have a plus at the end because it's adding the query. I'll cleanup the styling to put the query button next to the plus and vertically align the pluses Ammo was intended to always be grey. Though now that you mention it it does look weird and I'll remove the grey. Equipment does indeed need to be updated to match the new functionality of core. Ammo will appear on below all attacks - same as core. Uses should be added. I'll add custom values for weight to my TODO. Warlock spell slots: all stand-alone class features are removed. They belong in "Class Features" and will be automatically added when I finish that. Druids using beast form should use an entirely different sheet as a vast majority of their stats change. They should be using the sheet for the beast. NPC hp is created by adjusting the hd, size, and bonus. It is purposefully not editable directly as that number is the average result of normal hp. Max HP isn't shown just like the MM. I'm not planning on adding display text for NPC actions - those should appear as they do in the MM. It's only there for traits as traits are shared across PCs and NPCs. I don't think reordering can be handled via sheetworkers - each user will have to reorder them manually. Don't apologize for bringing up issues - it creates a better sheet in the end. :) I'll remove the wiki link - it's not up to date. I can try to link to each thread for each version.
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Vanakoji
KS Backer
The "HD one" was just saying it looked off for the same reasons HD did before it was fixed with "used x" being offset. For the class issue, just anytime I get new info I post it to try and help figure out what is going on as I have had it happen on new sheets. This is just updating anything I know about the issue. For the skills, I get the same thing now. Chrome Version 49.0.2623.87 m (to be fair, I have had issues with this version after updating a few days ago so could be the new chrome version issue). Also, considering it is fine in firefox and it happens even on the 2.1.13 live version for chrome, I think it is the newest chrome issue along with many others it seems to have.
Same version for me on Chrome (default zoom, 100¨%; Windows 8.1).  I have a similar problem on Firefox 41.0.2 :  For Druid and proficiency field : I was speaking about the NPC (beast) proficiency that you can't edit, despite the fact that a druid on beast form should (I think) use it's own prof bonus, and not the beast's one.
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Alzam said: For Druid and proficiency field : I was speaking about the NPC (beast) proficiency that you can't edit, despite the fact that a druid on beast form should (I think) use it's own prof bonus, and not the beast's one. I just add the difference to each skill and ability as needed in the bonuses, been working on my druid's NPC sheets and that seems to work out better (as otherwise the "to hit" calculations end up wrong as they add in the PB too)
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Mine look fine in chrome 48.0.2564.116 m. It's updating right now, let's see if there's a change. Update: Now with chrome 49.0.2623.87 m it looks juts like Vanakoji's. It's seems a chrome bug. It's fixed if you set the add to the css . .charsheet select.sheet-skills-ability-selector{ text-align-last:center; } It's sort of a workaround for chrome, don't now the effect in other browsers, don't have more time to check
Just updated to 2.2.4 and started working on some NPCs when I discovered this: The edit fields for NPC abilities are overlapped. It did matter how wide I made the window. Note: this is in firefox. it looks okay in chrome.
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Just discovered a big problem. I created a spell the other week (Fire Bolt, since it's not in the compendium) and entered in for the damage the usual "((@{level} + 1) / 6 + 0.5)d10" to account for character level. I was doing some work on the campaign today and noticed the damage wasn't correct. For a level 7 character it was acting like a level 3 character. I then noticed the damage calculation has changed to "((@{caster_level} + 1) / 6 + 0.5)d10". Since this is a multiclassed character the caster level is 3 (2 full, 5 1/3 caster), which is correct. But cantrip damage is based on character level not caster level. When I tried to change the damage formula back to @{level} it would immediately revert back to @{caster_level}. I noticed this on all cantrips, which means all non full caster will have incorrect damage.
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Kryx
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Fixed the parenthesis for skills - it will be on the next version. @Alzam: can you provide some rules quote about a druid using their proficiency bonus ? The PHB is ambiguous and just mentions "proficiency": Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. and the sage advice on the topic doesn't really clear up the issue:&nbsp; <a href="http://www.sageadvice.eu/2015/01/23/wildshape-with" rel="nofollow">http://www.sageadvice.eu/2015/01/23/wildshape-with</a>... A forum post discussing it would be helpful for me to understand how it's intended to work. @BP: Overlap looks like a firefox issue. Very strange.. it supports flexbox and does fine with it elsewhere. I'll have to explore. Cantrip damage should only apply caster_level for NPCs now. I have fixed this and it'll be on the next version.
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Kryx
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2.2.5 Cleaned up skills and abilities UI to work for firefox Fixed cantrip damage fix to correctly only apply to NPCs with the spellcasting trait Parenthesis are now in the html and use flexbox so they work on all browsers. (the code here was old and I never updated it) Ammo weight is now calculated (use edit mode to set the weight of each ammo) Added uses to all items on the equipment page (including attacks - also on core) Removed gray from ammo names Adjusted heal query next to the plus
@Kryx Sorry, I'm not seeing this anywhere. &nbsp;Were the class features like Sneak Attack removed for some reason? Also, on more of a DM question. When an NPC casts a spell due to innate spellcasting, what level do you cast it at?
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Kryx
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Kryx said: Warlock spell slots: all stand-alone class features are removed. They belong in "Class Features" and will be automatically added when I finish that. Mentioned it here. Innate spellcasting was discussed last page: Kryx said: 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
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Alzam said: Could you add custom values for weight carrying (carrying capacity/push/encumbrance). Used for some class/race feature, as well as if you want to have weight listed in kg instead of having them in lbs (1kg=2lbs). A modifier is enough. Can you provide examples of features that modify carrying capacity/push/encumbrance? EDIT: Goliath and Bear totem level 6.
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Kryx
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2.2.6 Ammo is setup to be linked to the repeating ammo fields. To use it you type in the name of the ammo (case sensitive). If all goes well you now use that ammo when clicking the button. I may be able to put in an error if it doesn't go well, but it would be difficult. Attacks and equipment now output uses to the correct place on roll templates Class Features now have Damage and &nbsp;heal has been updated to include bonus and be driven by sheetworkers. Sorcery Points and Warlock Spell Points automatically set to Class Features at the appropriate level when updating levels. More will be added now that I have the model down. The only problem I have here is the inability to delete an item from a repeating field. :( "extras_toggle" previously had a typo and was named "extas_toggle". I have renamed it and I go through every attack, action, and spell to ensure it stays toggled as before. Removed max-height on equipment and traits on the core page. Skill proficiencies now take up slightly less space on the core page Initiative and speed are slightly less wide on the core page @Lucian: You can setup auto ammo now. It's a setting on the settings page.
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Edited 1457808789
Vanakoji
KS Backer
Intresting thing I have noticed with the new 2.2.6.&nbsp; I ALWAYS get the two broken barbarian classes when I make a new sheet. I haven't been able to avoid it this time. It seems the sheet is being created with them as I make no changes at all and I can go and make an ability, type in @{repeating_class_$0_name} and it outputs barbarian as if that class was there.&nbsp; So with the new version, reproduction steps seem to be simply "Make a new sheet" and it will happen.
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@Vanakoji: Alzam and I are experiencing the same behavior. I will release a version shortly.
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2.2.7 Setup automatically adding class features. This has been completed for Barbarian which adds 2 class features and the rest to traits. I think this works really well and if you guys agree I'll work on the other classes as well. Currently working: Barbarian (everything), Sorcery Points, Warlock Spell Slots. Added a cog toggle to traits so not every one shows on edit mode Attacks, Spells, and Traits only show the cog toggle on edit mode Implemented a temporary fix to prevent red boxes for classes and to allow deleting of erroring classes. This mean that hd and spellcasting do not auto populate until there is a level set. I'm still in communication with Roll20 to resolve this issue without this temporary fix.
That seems to have fixed the Red class non-delete problem for me.
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2.2.8 Setup translations for javascript which&nbsp;propagates&nbsp;from the normal json. It's setup to translate skills and class features so far. Added Bard Class Features Ammo can now drop from the compendium Ammo now correctly outputs the name (instead of "ammo") when it is linked&nbsp; Less visual spacing between each trait (2px instead of 5) Actions now have a cog toggle and only show the cog toggle on edit mode
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small bug in 2.2.8 for NPCs instead of traits the text //= include traits.html appears
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Kryx
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Fixed NPC traits include and toggle for traits and actions. Still 2.2.8
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Jakob
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This is looking amazing! Small things about class features: Bardic Inspiration and Song of Rest dice don't scale with level, but reset to a d6 every time you change the bard level. Barbarian's Reckless Attack lacks a description. Uses don't populate automatically. Should they? In edit mode, the cog is on top of the max uses field. However, you can alter uses just fine outside edit mode.
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Kryx
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Ya, several people found the bardic inspiration issue. Both it and song of rest change on level change. Reckless attack has text: "When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn." Uses now propogate uses_max not being editable in edit mode is fine with me. No other way around it than adding some kind of buffer on the right in edit mode (which is possible), but then it wouldn't match up with attacks, actions, and traits. If you have any suggestions let me know. The uses fix, bardic inspiration/song of rest fix, as well as triggering class features to adjust on ability mod change will be on the next version (they are currently on my test campaign).
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Kryx
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2.2.9 Fixed Bardic Inspiration and Song of Rest. Class Features also fixed to update when either a level changes or an ability modifier changes. Uses is now set for class features if uses_max is passed and no uses exists. Cleric, Druid, Fighter, and Monk have had their class features added.
These are a great set of features, can't wait to start using the update sheet. &nbsp;Have you pushed these changes to roll20 yet?
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Kryx
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I plan to push on Monday. Roll20 probably will take a few days to a week to make it live. Since you're a pro user you can update any time you want.
Kryx, I know you're busy so don't worry about responding to this as it's more a question to the other denizens of this forum: What is the status with existing monsters being switched to this new sheet? &nbsp;Are we able to import new ones the same way we did old ones? &nbsp;I'm hesitant to switch because of my monster catalogue.
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There has no conversion work done yet. Lucian is working on remaking the import script (for monsters and spells) to work with this new version. Conversion scripts are a lower priority tbh. Only a handful of DMs would use them whereas other features many more users would use. Beyond that correctly converting monsters will be very challenging and error prone. Plus I wouldn't use them so there is less of a priority to do them for me. :P I should however do the very basics.
Kryx said: I plan to push on Monday. Roll20 probably will take a few days to a week to make it live. Since you're a pro user you can update any time you want. Is this the "finished" version? :J
Kryx said: There has no conversion work done yet. Lucian is working on remaking the import script (for monsters and spells) to work with this new version. Conversion scripts are a lower priority tbh. Only a handful of DMs would use them whereas other features many more users would use. Beyond that correctly converting monsters will be very challenging and error prone. Plus I wouldn't use them so there is less of a priority to do them for me. :P I should however do the very basics. So the current script wouldn't work to import monsters to the new sheet either? I'll hold off for awhile haha.
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@Doug: Class features will be finished before I push. Almost done with Sorcerer. I'll likely finish that and the rest toromorrow. @Brian: Conversion will only happen on the sheet. It would likely take you less effort to convert your whole library than it would for me to accurately convert monsters.
@Kryx: What was your decision on Rogue? I see that it doesn't have any class features that are added.
Kryx -- do you sleep? &nbsp;Because DAMN!! I've been watching these updates, and I have to come back to say amazing work! I was just discussing the Shaped Sheet with another player / GM, and we're both impressed, and it seems we're not the only ones. &nbsp;Well done!
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2.2.10 Added Paladin, Rogue, and Sorcerer Class Features. Sorcerer metamagic options are toggled on the character page (toggling them off won't delete them from repeating, you'll have to manually do so). @Kaelev: Decision on Rogue? I just hadn't gotten to it yet as I was doing it alphabetically. Wizard and Warlock still to do. @Brett: I'm very glad you like it. I still have a fair amount of small things to do after I finish this class features stuff. I'm glad it's useful for others though!
It's super useful, Kryx! I was just talking today with a friend about how faster it's to copy a monster from the monster manual now, compared with the old sheet. It's really a time saver. Btw, I'm working in an old computer, with third-world bandwidth, so probably not many people are going to have this problem. Sometimes, after creating several monsters, if I press the little pencil button to enter edit mode it changes to yellow but the rest of the sheet remains the same. If I close and reopen it, it opens in edit mode, but any change I made doesn't propagate (ie. if I change the Intelligence score, the modifier remains the same). The solution is to close roll20 and reload the game. Just in case someone else has the same issue.
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Comments about Class Features: Is there is a way to turn off the auto-creation or auto-overwrite? My preference would be a check to not overwrite. Most class features are for information or usage tracking, but some (Sneak Attack) could be used very often and having the block of text appear every time is overkill. Normally, I would uncheck the Extra option; but once the sheet recalculates, that option gets re-enabled. The same is true if any part of the feature changes except for the currently used value. The same happens with the Feature & Traits items that are added. This makes customizing these entries impossible. I like that they get added, but once added please leave them alone. Another example would be the Fighting Style. I would rather have the details of the Style chosen instead of the details for 'Fighting Style'. Currently, I have to add another entry for 'Fighting Style: Two-Weapon Fighting' or 'Fighting Style: Protection' meaning the entire 'Fighting Style' entry is unused.
Ok, I just tried out 2.2.10. I made a new NPC by dragging from the Compendium and spells did not fully populate. I used the Acolyte NPC. It shows that it is a spell caster, it shows it's spells, but it did not populate anything beyond the spell name. When I clicked the spell to see it's output here's what I got: Then I just tried dragging in the spells individually in edit mode and then clicked on them and they work as normal: Is it supposed to populate the spell info or is that API script stuff? Thanks for the great sheet!
I did the same thing. &nbsp;When creating a new NPC that has spells, it brings in the spell names, but none of the info for the spells.