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[5e Shaped] v2.2.11 Class Features

@Kryx; you're up late! And you're amazing. That worked. Thank you!
How do I figure out what the ########## for a sneak attack is? Sorry for my noobness.
@Kryx: With your pointers, I got it working for traits as well. Thanks again.
1458640006
Kryx
Pro
Sheet Author
API Scripter
@Chris see Joss' screenshot above. It shows the inspector tools which show the id. "data-reprowid". So right click the one you want, go to "Inspect element" or the firefox equivalent and then scroll up slightly and you'll see it.
I find it easier to drag the repeating action to the macro bar, then use the macro and in the chat press the Up arrow. You can then copy and paste the text directly.
1458647141
Kryx
Pro
Sheet Author
API Scripter
Yes, when done in that way it will work perfectly. That is probably an easier way to recommend to people. I would not recommend doing it the other way of clicking the button directly and then hitting up arrow in chat as that will give you the current code which won't update if the sheet updates.
Yeah nice one BP! However, when I copy EX: %{Fuckem Wasrew|repeating_classfeature_-KDT7Q54dOZsaYRMoacE_class_feature} to the Freeform field of an attack, when I click the attack it only shows the class feature in chat - it does not show both the attack and the class feature like I would have expected it to do?
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Edited 1458649791
Kryx
Pro
Sheet Author
API Scripter
Hmmm, that's probably true. Try this in freetext: [Sneak Attack](~NAME|repeating_classfeature_-KD-KYT6eKFF1UD3lCUh_class_feature) See&nbsp; <a href="https://wiki.roll20.net/Macros#Ability_Command_Buttons" rel="nofollow">https://wiki.roll20.net/Macros#Ability_Command_Buttons</a> You'll have to click it, but that seems the best option without creating token actions for each attack and then adding the class feature onto each of those. For clarity: I think features like Sneak Attack, Colossus Slayer, Hunter's Mark, etc should be handled on their own token action, but if you want to include them this is one option.
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Edited 1458651876
Vanakoji
KS Backer
Thanks to Kryx putting freeform at the very end, you can output both macros at the same time by putting a new line BEFORE the macro call. So you can go to freeform, hit enter then the macro call (this works like calling multiple macros in one). It will act as if you click both the attack and sneak attack. I prefer the button (i put {{text_big=[Sneak attack](~NAME|CALL)}} in freeform) but this is another option.
1458651709
Kryx
Pro
Sheet Author
API Scripter
True. Adding a line break will allow it to output immediately.
I am also in the group that prefers using a button, I did a quick screenshot of how this looks so people can visualize it: Setup the weapon as above, note you can use text=, text_big=, text_center= depending on your preference. When you press the weapon, it will output the top box. &nbsp;Then if the attack were to hit, you press the pink "Sneak Attack" button on the template to output the bottom box in that screenshot.
Black Falcon said: alexander h. said: is there a way to pull up the character sheet and get to the spells tab by clicking on the token that represents that character? &nbsp;Or do I have to go to the Journal tab and open up the character sheet from there? shift+double click brings up the character sheet associated with that token :) Awesome - I didn't know that either. &nbsp;Thank you. Double click the top of a window will also minimize/un-minimize the window, character sheet, initiative, etc. H
As of version 2.2.16, I cannot delete the features granted by Ranger levels, and they seem to be duplicating themselves twice over. Not sure if this has to do with Multiclassing or just higher levels granting extra features of them? Either way, can't delete them. I also get an error in chat asking for the attribute Roll_Info.
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Edited 1458662589
Speaking of deleting repeating items... The trash can for delete and the gear for expand/collapse overlap and make it near impossible to delete the item(wants to expand/collapse instead). I noticed this with NPC actions, but I think it applies to all repeating fields. On the Missing roll_info, open the sheet for that npc and try the ability again. I've noticed that after updating the sheet, I have to open each sheet for the changes to become effective.
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Edited 1458663434
@Kevin & Kryx: That is freaking awesome, worked like a charm. I have some players who really doesn't wanna do to much clicking back and fourth between sheet and VTT, so if they can basically just press up and repeat the attack with the possibility of adding special bonuses like sneak attack, that's what they prefer. I keep getting this "No attribute was found for @{Rogue|roll_info}" just before in the chat, although everything seems to work. Thank you so much for the help.
Got some time, spent most of it on the roll template and attributes & macros docs. Here are a few issues I have seen. - @{roll_info} is not being set on new sheets causing an error until the roll option has been changed (mentioned above) - Ability check value in edit mode is not updated by global value change. This means that the value next to the bonus field is not correct as @{NAME|ABILITY_check_mod} is not being set right as referencing it does not include global unless you adjust the bonus value to cause an update - The above mentioned class features issue seems to be related to multiclassing as well Updated docs Roll Template:&nbsp; <a href="https://docs.google.com/document/d/1sBdHp-7xDhYWt4" rel="nofollow">https://docs.google.com/document/d/1sBdHp-7xDhYWt4</a>... Attributes and Macro Referencing:&nbsp; <a href="https://docs.google.com/document/d/1yPcIZ_bIc3JlnW" rel="nofollow">https://docs.google.com/document/d/1yPcIZ_bIc3JlnW</a>...
@Vanakoji: Could you give me an exact example of how to do this. Again, I'm sadly quite new at this. Thanks in advance.
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Edited 1458667371
Kryx
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Sheet Author
API Scripter
Always on Tuesdays (when I DM my game) after Roll20 has pulled my code.. huh? In the future it is much better to do testing on Sunday/Monday so it can be adjusted before release. Short info as I have to prep for my game: 2.2.17 "roll_info" is now seton new characters (any existing characters can add that as an attribute to make the error go away). I'll ask Roll20 to remerge my code, but it's unlikely to get in. @Vanakoji: check_mod only gets the global bonus if the global bonus is an integer. Class features will update themselves every time a level or ability modifier is changed. If you removed the class feature it'll be re-added. I currently have no way to learn which one you deleted, but I have an idea for the future. I have not seen duplicates, can you provide a reproduction path? Sorry I don't have much time tonight.
I was trying out the&nbsp; Support Script Lucian is doing and trying to import a spell (Fireball in case). The script seems to run correctly, and when I open the sheet it is grayed out with 2 buttons, Cancel and Import. Pressing either appears to do nothing; but I if I press cancel then close and reopen the sheet, the sheet is normal without the import. Press Import then closing and reopening the sheet leaves it grayed out with the 2 buttons. I do see 2 attributes added for import_data and import_data_present. It appears as if the import is failing to run.
Chris said: @Vanakoji: Could you give me an exact example of how to do this. Again, I'm sadly quite new at this. Thanks in advance. I believe you are referring to making it do both at the same time. As mentioned, when you go to the freeform section when you, hit enter to make a line break then put a macro call. You will notice the &nbsp;space at the start of the freeform section so that the macro call is on a new line. Now if you click the field or call the ability from a macro, both macros are output to chat with one call/click.
1458667712
Kryx
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API Scripter
@BP: Please handle all Support Script issues on that thread.&nbsp;Lucian is handling how the script reacts to the overlay.
Kryx said: @BP: Please handle all Support Script issues on that thread.&nbsp;Lucian is handling how the script reacts to the overlay. Ah.. Didn't realize that. Thought that was a Sheet function not a script function.
One quick workaround to the "roll_info" issue is simply to set the Roll Options (configuration page) to anything else and then set it back.
1458668240
Kryx
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Sheet Author
API Scripter
Kevin said: One quick workaround to the "roll_info" issue is simply to set the Roll Options (configuration page) to anything else and then set it back. Yes, that will fix it in the intermediate. It was supposed to be fixed for everyone on version 2.2.15, but that apparently didn't take.
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Edited 1458668714
Vanakoji
KS Backer
For the class features - New sheet - Add a ranger of level 6 - Add a second class, rogue level 3 - Up the level of ranger to level 11 - Rogue and some ranger abilties are now duplicates in features and traits For the check_mod, it use integers but it does not update until the bonus field is adjusted. Example: - Strength 16&nbsp;check_mod 3 - Global bonus is set to 2, check mod is still 3 - check_bonus is set to 1, check bonus is now 6 check_mod is adding global bonus it just only happens when either the ability score or the ability check bonus is updated so if you were to reference that field in a custom macro it would not be right until you force an update.
1458670558
Falcon
Pro
Sheet Author
Kryx - I understand that you can't add a repeatable section value to a token but it may take awhile before they fix that. &nbsp;My request is that can you hard code 2 resource boxes instead of making them all repeatable? &nbsp;Thanks.
What happens if I change the auto-populated class feature/trait, for instance Fighting Style for my Fighter... the auto-populating feature just lists the options I can choose. &nbsp;My Fighter has a Defender fighting style, so I'd like to replace the Fighting Style feature that is automatically added with the specific one that I selected for this character and the rules that apply for that selection. If I change the auto-populated feature, will it change back when I level up? Also, what happened to the Query for Advantage option for rolling on the character sheet? &nbsp;Now I only see Normal Roll, Roll with Advantage/Disadvantage, and Roll 2. &nbsp;I liked it before how it would ask me for advantage. &nbsp;With this new functionality, what is the easiest way for me to switch advantage/disadvantage quickly before I make a roll?
If anyone besides me keeps getting two of every field created on all new sheets (double skills, two AC fields on the back end, etc), I think i have it nailed down to how I save the sheet. I've been recopy all the html and CSS back in, but this time I just resaved without changing anything and the problem went away.
Callahan09 said: Also, what happened to the Query for Advantage option for rolling on the character sheet? &nbsp;Now I only see Normal Roll, Roll with Advantage/Disadvantage, and Roll 2. &nbsp;I liked it before how it would ask me for advantage. &nbsp;With this new functionality, what is the easiest way for me to switch advantage/disadvantage quickly before I make a roll? The query option was not compatible with the roll option refactoring, details are listed here: <a href="https://app.roll20.net/forum/post/3102425/5e-shape" rel="nofollow">https://app.roll20.net/forum/post/3102425/5e-shape</a>... Manually changing is the only option unless you are a pro subscriber (or in a campaign created by a pro subscriber).
Brunhine said: Kryx said: Query couldn't work with the kh1 and kl1 syntax so it is gone (also for initiative) That's a damned shame. The query option was my favorite by far.&nbsp; Really sucks to lose it.&nbsp; I don't like the kh1/kl1 option personally, when rolling with adv/dis my players like to see the other result. It makes the advantage roll more exciting seeing what they could have gotten.&nbsp; This leaves my group with one option, to roll 2 dice every roll. And we are really not a fan of seeing both results every time. We rolled one dice, pretending the other one didn't happen for 90% of rolls feels silly Callahan09 - see above. Also I agree 100% with Brunhine. I really loved the query option too, and I hope it will come back soon!&nbsp;
Okay, that's not it. The double fields might have something to do with the steps I take to create a monster. I'll post when I can reproduce.
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Falcon
Pro
Sheet Author
The query option was good but I also like Kevin's script. &nbsp;I simply made a macro button that did the same thing as the query except now due to Kevin's script marks the token so I can see who has advantage and who doesn't.
Kryx said: Always on Tuesdays (when I DM my game) after Roll20 has pulled my code.. huh? In the future it is much better to do testing on Sunday/Monday so it can be adjusted before release. Short info as I have to prep for my game: 2.2.17 "roll_info" is now seton new characters (any existing characters can add that as an attribute to make the error go away). I'll ask Roll20 to remerge my code, but it's unlikely to get in. @Vanakoji: check_mod only gets the global bonus if the global bonus is an integer. Class features will update themselves every time a level or ability modifier is changed. If you removed the class feature it'll be re-added. I currently have no way to learn which one you deleted, but I have an idea for the future. I have not seen duplicates, can you provide a reproduction path? Sorry I don't have much time tonight. Sorry, my image is a bit obtuse. This was after I edited the field, but basically there is two natural explorers, two Weapon styles etc. This was Ranger / Warlock 5/6 levels.
I am experiencing the same thing I have seen mentioned here a couple of times. &nbsp;For instance, in the Feats & Traits panel of the character sheet, I'm unable to delete any items. &nbsp;When I click Modify, the red trashcan symbol shows up on the right side of each item, but when I click it, it behaves as if I click the gear which should be hidden beneath the trashcan symbol, but doesn't delete the item.
Callahan09 said: I am experiencing the same thing I have seen mentioned here a couple of times. &nbsp;For instance, in the Feats & Traits panel of the character sheet, I'm unable to delete any items. &nbsp;When I click Modify, the red trashcan symbol shows up on the right side of each item, but when I click it, it behaves as if I click the gear which should be hidden beneath the trashcan symbol, but doesn't delete the item. Clicking on the far left of the trash can icon seems to work for me.
alexander h. said: Callahan09 said: I am experiencing the same thing I have seen mentioned here a couple of times. &nbsp;For instance, in the Feats & Traits panel of the character sheet, I'm unable to delete any items. &nbsp;When I click Modify, the red trashcan symbol shows up on the right side of each item, but when I click it, it behaves as if I click the gear which should be hidden beneath the trashcan symbol, but doesn't delete the item. Clicking on the far left of the trash can icon seems to work for me. Yeap, sweet that worked. Thanks.
alexander h. said: Callahan09 said: I am experiencing the same thing I have seen mentioned here a couple of times. &nbsp;For instance, in the Feats & Traits panel of the character sheet, I'm unable to delete any items. &nbsp;When I click Modify, the red trashcan symbol shows up on the right side of each item, but when I click it, it behaves as if I click the gear which should be hidden beneath the trashcan symbol, but doesn't delete the item. Clicking on the far left of the trash can icon seems to work for me. Thanks, that worked for me as well! I've got another question, with the Automatically Use Ammo feature, is this supposed to be updating my inventory on arrows (for instance) when I use an attack that requires that ammo type? &nbsp;It doesn't seem to do much of anything (the banner will have a subheader indicating the new amount of ammo after the attack, but it doesn't actually update the character sheet, and if I do back-to-back attacks, both will say the same remaining ammo number, because the second one will use the same starting number as the first attack).
Callahan09 said: I've got another question, with the Automatically Use Ammo feature, is this supposed to be updating my inventory on arrows (for instance) when I use an attack that requires that ammo type? &nbsp;It doesn't seem to do much of anything (the banner will have a subheader indicating the new amount of ammo after the attack, but it doesn't actually update the character sheet, and if I do back-to-back attacks, both will say the same remaining ammo number, because the second one will use the same starting number as the first attack). This requires the upcoming Shaped-Support script as well as a pro membership to take advantage of this feature. &nbsp;Unfortunately characters sheets have no mechanism in place to change attributes dynamically as the sheet is used, this is solely the realm of the API.
Getting what looks like an attacher that says "Only_roll_1. 1" on every initiative roll, regardless of character. No attachers on any of the characters (can't set one on Init from what I can tell anyways)
Saevar L. "Liquid-Sonic" said: alexander h. said: Callahan09 said: I am experiencing the same thing I have seen mentioned here a couple of times. &nbsp;For instance, in the Feats & Traits panel of the character sheet, I'm unable to delete any items. &nbsp;When I click Modify, the red trashcan symbol shows up on the right side of each item, but when I click it, it behaves as if I click the gear which should be hidden beneath the trashcan symbol, but doesn't delete the item. Clicking on the far left of the trash can icon seems to work for me. Yeap, sweet that worked. Thanks. If this doesnt work still, try zooming in. it worked initially for me, but I ended up having to zoom in later to get the thin column of pixels where it takes it.
Kevin said: Callahan09 said: I've got another question, with the Automatically Use Ammo feature, is this supposed to be updating my inventory on arrows (for instance) when I use an attack that requires that ammo type? &nbsp;It doesn't seem to do much of anything (the banner will have a subheader indicating the new amount of ammo after the attack, but it doesn't actually update the character sheet, and if I do back-to-back attacks, both will say the same remaining ammo number, because the second one will use the same starting number as the first attack). This requires the upcoming Shaped-Support script as well as a pro membership to take advantage of this feature. &nbsp;Unfortunately characters sheets have no mechanism in place to change attributes dynamically as the sheet is used, this is solely the realm of the API. Aaah ok, thanks, didn't know that! &nbsp;Does this feature also automatically change things like resources / spell slots / hit dice available when you use one? &nbsp;Or does it only work for Ammo? &nbsp;What about things like the Strength requirement and the Stealth Disadvantage feature that some heavier armors have -- Is there any auto-application of those features to rolls while they apply, with any script that's out there or anything? &nbsp;Or even with scripts available, it's still something that needs to be kept track of manually and you must setup the advantage/disadvantage on your rolls manually? &nbsp;What about automatically deducting hit points when a target is hit by an attack? &nbsp;Would such a feature work with the area of effect feature I've seen in videos that I believe is available for Pro users? &nbsp;Things of that nature. I guess I'm just trying to find out how much automation of the bookkeeping is available from the scripts that Pro users have access to. Is there anything you all could point me to? &nbsp;If I was to buy 1 month of Pro just to try it and see what it's capable of, where should I look / what should I do to get a feel for the script features that are available?
Brunhine said: Getting what looks like an attacher that says "Only_roll_1. 1" on every initiative roll, regardless of character. No attachers on any of the characters (can't set one on Init from what I can tell anyways) Seems like an artifact that was not removed in time for the roll20 update. only_roll_roll was how a single roll was done with the previous roll option setup. This has already been fixed in the current pro version on github. For deleteing, I find the better way to deal with the trash and gear overlap is click modify, then enter display mode by clicking the button. The trash and drag to re-order icon stay in display mode without overlap making it much easier to delete items rather than trying to get the sweet spot on the left of the trash icon
Vanakoji said: For deleteing, I find the better way to deal with the trash and gear overlap is click modify, then enter display mode by clicking the button. The trash and drag to re-order icon stay in display mode without overlap making it much easier to delete items rather than trying to get the sweet spot on the left of the trash icon Good tip. thanks.
1458726718
Kryx
Pro
Sheet Author
API Scripter
Wow, lots of posting last night! Again, sorry for the delay in response as I was running my game. The following will be fixed on the next build: Deleting repeating items is no longer broken. Trash can button is now placed above the toggle button (z-index refactoring issue) "only_roll_1" is removed from macros (refactoring issue) "global_check_bonus" change now triggers all attributes to update Duplicate class features should no longer happen (was a capitalization issue) @Vanakoji let me know if any of these fixes didn't take. I checked them with the reproduction steps you provided (thanks for that, btw!) @Black Falcon: Hard coded class features won't be added. You can always create your own attributes on the "Attributes & Abilities" page. I'd suggest opening a suggestion for Roll20 to allow tokens to link to repeating items. This response isn't the one you're seeking and for that I apologize, but working around Roll20 limitations in a dirty way isn't really a great option either. @Callahan: If you replace the text of fighting style it will retain that changed text. To reiterate what I've written before: If the text is more than 10% different it will be replaced. As mentioned above Query for (dis)advantage is no longer an option. Queries cannot alter fields as would be necessary with the new system. Currently your options are to choose "Roll 2", switch between them on the settings page, or use the Advantage Tracker script. I will likely implement an option to change this on the core page or in the header soon. Shaped Companion script: The long term goal is to automate many things. Currently that's ammo and death saves, but will expand to hp usage and spell slots. Strength requirements applying on stealth checks is an area that the sheet itself needs to cover. Automatically deducting hit points is not a goal of the script. There may be other scripts that do so. On other news: I put some monsters into the sheet last night after using my PF -&gt; 5e converter and copy+pasting text in and the action parser works really nicely after I paste the text into the freetext field.
Kryx said: For clarity: I think features like Sneak Attack, Colossus Slayer, Hunter's Mark, etc should be handled on their own token action, but if you want to include them this is one option. I'm trying to figure out how to handle Hunter's Mark the best way (non-pro user). Currently my ranger have 2 Attacks: "Longbow" and "Longbow + Hunter's Mark", where the latter have 1d6 piercing damage as secondary damage and weight 0. This works (assuming level 1 spell slot), and nice that the damage of HM also crits automatically, but I'm thinking it can be done better &nbsp;- especially in case the ranger have a lot of weapons.Possibly by an attacher?&nbsp;Ideally I would like a prompt asking for Hunter Mark everytime, if yes then spell level, and also crit damage when the attack crits.
Gediablo said: Kryx said: For clarity: I think features like Sneak Attack, Colossus Slayer, Hunter's Mark, etc should be handled on their own token action, but if you want to include them this is one option. I'm trying to figure out how to handle Hunter's Mark the best way (non-pro user). Currently my ranger have 2 Attacks: "Longbow" and "Longbow + Hunter's Mark", where the latter have 1d6 piercing damage as secondary damage and weight 0. This works (assuming level 1 spell slot), and nice that the damage of HM also crits automatically, but I'm thinking it can be done better &nbsp;- especially in case the ranger have a lot of weapons.Possibly by an attacher?&nbsp;Ideally I would like a prompt asking for Hunter Mark everytime, if yes then spell level, and also crit damage when the attack crits. I would handle this&nbsp; just as described for sneak attack above , by adding Hunter's Mark as a button to the template so that it can be clicked when hit. &nbsp;Unfortunately there is no good way to handle crit damage in this case, the player will simply have to hit that button twice. The easiest way to get the "name" of the Hunter's Mark button is to drag it down to the macro bar, press that button, then focus on chat, then press the up arrow. &nbsp;What appears in chat is essentially the roll button, which can then be formatted the same as described above.
1458734278
Kryx
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Kevin said: I would handle this&nbsp; just as described for sneak attack above . Agreed.
@Kryx Thanks for all the answers, very helpful. &nbsp;I was curious about this (regarding the class features and changing their text): "To reiterate what I've written before: If the text is more than 10% different it will be replaced." &nbsp;I read through the thread but I must have missed it, I didn't see the 10% different comment anywhere else? &nbsp;I was curious what you mean by that, or how is the 10% different calculated? &nbsp; After doing some testing, it only seems to care about (and change) the NAME of the clsas feature, not the display text / free text, correct? &nbsp;For instance, I changed the name of the feature to include the option: "Fighting Style (Defense)" and then changed the display text & free text to read "While you are wearing armor, you gain a +1 bonus to AC.". &nbsp;When I changed the character's level, it changed the name back to "Fighting Style" but kept my changes in the other fields. &nbsp;So is the only field that gets changed the name? &nbsp;I was wondering what the logic is in changing the name back? &nbsp; The code seems to recognize which feature it needs to change, because I *completely* changed the name so it was 0% the same (as well as the text fields) and it still changes the name back when I level up. &nbsp;Seems odd, if I changed it, why would the code assume I want to change it back? &nbsp;It's not a big deal though and I'm open to explanation I could be convinced why your way is better haha. &nbsp;For now, I will just put the option name (in this case, Defense) in the display text field rather than the name of the feature. &nbsp; It is indeed cool that the sheet automatically puts class features onto it now, when I first started using your sheet about a week ago it didn't do that! &nbsp;In the future, will you implement race features automatically when setting up the character?
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Edited 1458745259
Oh, I also discovered a bug, I don't know if it's going to be addressed in the next update (you mentioned duplicate class features were a Capitalization issue... this might be the same, might not be, so I wanted you to be aware of it). Reproduction path (I did this exact set of steps twice and this happened both times exactly in the same manner): 1) Create a new character, move to the Character tab, click +Add, select "Cleric" from the dropdown and set level = 1. 2) Change class of the already existing class row from "Cleric" to "Rogue". &nbsp;This should create the Thieves' Cant & Expertise class features but does not. 3) Change class again from "Rogue" to "Wizard". &nbsp;Still nothing in the features box. 4) Change class again from "Wizard" to "Fighter". &nbsp;Now there are duplicates of the "Fighting Style" feature. 5) Change class again from "Fighter" to "Rogue". &nbsp;Now there are duplicates of the Thieves' Cant & Expertise class feature. &nbsp;The duplicates of "Fighting Style" are also still there.