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[5e Shaped] 2.2.17+

Also crit damage is 0 for new characters and monsters
(NPCs using STR for ability on all action rolls).  Like Tim, reproduced issue for drag-and-drop Violet Fungus, Kobold, and Imp.  Drag and drop Imp (unmodified) used STR for Attack and DMG Mod, did not include Saving Throw DC, and did not roll any DMG Dice. Unticking and Reticking all action items, which is much easier than what I was doing, resolved issue: Hope this helps.
1459239808
Kryx
Pro
Sheet Author
API Scripter
I will investigate why they are not dragging and dropping correctly. Expect a version later today.
1459265694
Kryx
Pro
Sheet Author
API Scripter
Won't be a version tonight as I have my games. Use an earlier version if needed.
I haven't really had a lot of experience with this new sheet, I've been using the v2.2.16 for the longest time, so this might be a stupid question but: I've been having a lot of trouble with the spellbook tab. It's not letting us add spells to the spook, whether manual or via the compendium, as well as I can't edit the spellslots to what a lvl 1 sorcerer would have. I actually liked v2.2.16 very much and was wondering if I could get that version instead of this one, not that this one isn't nice. I've just grown accustomed to having the old version in my campaigns and have had troubles with the compendium in the past.
1459287314

Edited 1459325468
Kryx
Pro
Sheet Author
API Scripter
@Mike: I'm only providing support for the latest version live on roll20 (2.2.20) or the latest Pro version. If you have trouble with anything specific and are not using either of those versions I will not investigate. This is to reduce time spent on chasing bugs. I do not know what would cause the issue you outlined though. You can always test on my latest version on the test campaign linked above. If you can reproduce it there please provide a reproduction path and I can investigate.
@Mike: Pencil to switch to edit mode (that's new in this version) > click +add to add spell > gear to open / close the options for the spells. Note: If "prepared" filter is toggled to on in edit mode, it can conflict with +add, because the new spell is not by default prepared so it does not show up. turn prepared filter off while adding new spells
I have a player electing to try the Unearthed Arcana alternate/playtest ranger.  I can't find an elegant solution to allow 2d6 hit die per character level.  For now, I've written it into the character's Attributes table, but it would be nice if it didn't have to be updated as such with each level.  Any way you could consider implementing a solution for this in a coming version?
In the live version, when you use a spell it's level doesn't appear in the top bar of the template and if you check the output (up arrow key), the text contains "{{friendly_level=}}". Is this by design? If it is, it's ok, I was just used to see the spell level there
1459325497
Kryx
Pro
Sheet Author
API Scripter
@d05: multiple dice per level is currently not supported and likely won't be unless there is an official release with such a feature. I'm up for supporting Unearthed Arcana for things like Mystic or other ideas that they're moving forward with, but not for releases that they have gone back to the drawing board with (2d6 HD Ranger). @Yadira: spells not showing the level is a bug. I will fix it.
1459329124
Kryx
Pro
Sheet Author
API Scripter
Drag & Dropping kobold will now properly parse his damage. Will be on 2.2.24 later tonight.
1459345467

Edited 1459354517
Dragging and dropping a versatile weapon like Longsword from the SRD to an Attack is possible. It adds the 1 hand damage (1d8) as primary damage and 2 hand damage (1d10) as secondary damage - so when you click it makes two rolls: a 1d8 + STR modifier +global and a 1d10 +STR modifier (+no global modifier) as damage, and display that as 2 different damage numbers with a "+" character between them. So if I use the Longsword as drag and dropped in 2 hands I need to only look at second number and adjust it manually with global damage modifier. I didn't like this way of listing damage that never happned, so I just drag and dropped it 2 times and named one 1H and another 2H and adjusted the damage. But I wonder if it implemented like this due to how it is implemented in the SRD. It would be nice that a weapon like that asked if using 1H or 2H when pressing the attack and did damage appropriately.
1459346976

Edited 1459346997
Generally, asking something every time you do something is slowing the game, it's better to just display everything and let the player decide. If a warrior with 4 attacks needs to confirm every time that he is using 1H, it's taking extra time for no particular reason, and that's why Kryx don't want to do it that way. I don't like to see secondary damage for that type of stuff either, but creating two different attacks is -I think- a better solution than asking me every time if it's 1H or 2H.
Alzam said: I don't like to see secondary damage for that type of stuff either, but creating two different attacks is -I think- a better solution than asking me every time if it's 1H or 2H. Would you rather have it e.g. always only add the 1H damage per default when using drag&drop then? It just seems illogical to me the way it adds the 1H and 2H damage together per default - where the 2H damage is not really the correct damage done by a 2H attack anyway.
1459348362
Kryx
Pro
Sheet Author
API Scripter
Versatile should set the damage ability on the second damage. If it isn't then that is a bug I need to fix. Though as Alzam said I wouldn't set it up this way. It immediately breaks down for things like a flaming longsword. I only set versatile as secondary as that is how Roll20 has it set up. I will fix Versatile, but I would do it as Alzam said - an attack for each.
With versatile weapons I just change the secondary damage to the damage dice + ability mod and change its damage type to "(or) two-handed" to remember not to add the results. I don't like to have too many attacks on the list
1459348562

Edited 1459348598
Kryx
Pro
Sheet Author
API Scripter
I checked the drag & drop and longsword works as expected. Ammo shouldn't be checked, but the rest looks fine. You'll also notice that global bonuses don't apply to secondary (purposefully for every case other than Versatile).
Hello everyone, First and foremost amazing job guys... It is truly impressive and much appreciated you guys are working on it so hard! Kudos I have a little question about higher slot levels: For a Cleric level 3 spell it says that on higher slot levels the damage of the weapon will increase by 1D8 for every [u]two slot levels above the 2nd[/u] That means on 4th, 6th, 8th... But I can't seem to do it using the current sheet. Every time i am clicking the "Higher level" it will add the dice on every level above the 3rd  (Also i have no idea what the 2nd dice does... To me it does (([Spell slot level]-3)*0)d0 so it's always 0's)
1459356642
Kryx
Pro
Sheet Author
API Scripter
@Geze to do every other level set the higher level dice to .49. Rounding will make it work. The second dice is the higher level calculation. So for higher level die you need to put "d8". FYI pushed 2.2.24. I will make a thread in a while about it.
Still having the issue with spell slot adjustments in npc settings
1459360861
Kryx
Pro
Sheet Author
API Scripter
That needs to be removed as it's now available on the spells or core page.
Oh ok, cool
1459374826
Tim
Pro
Sheet Author
Compendium Curator
Damage etc is working perfectly for me with the new version btw. Thanks!
One more thing Can anyone please explain to me how the "Auto consume ammo" works? =S Can't see to make it work =(
the Auto Ammo reduction requires the use of the Shaped Support Script . The Creator of the game must be a Pro member to make use of it.
1459384746

Edited 1459385264
Thanks BP On the same note - Sorry to be the stupid one with all the silly questions but I can't seem to find how to add a custom character sheet to the game I am running nor where the CSS tab located? Is it a pro only feature as well? Thanks in advance Edit: Wanted to install the latest version as current public sheet is version 2.2.20
Custom sheets are also a Pro feature.
Thanks Kevin =) Soooo does that mean that at some point the most updated version would also be public? Or is it gonna be reserved for peeps that contribute?
1459386722

Edited 1459391333
@Kryx How is the Ammo script and the sheet supposed to work exactly? There's the Ammo box that can be checked, a box that says "field" and box that says "used" with a default of 1. I'm using the latest script and sheet versions, and with Ammo checked and used set to one, when I use the attack, nothing happens.  I've also toyed with the uses slots on the attack, and that just shows two numbers. And I've tried with and without Automatically use ammo checked in the settings tab.
Stable versions of the sheet always go to roll20, but there can be a small wait time due to how often roll20 pulls the sheets onto their system. Pro users can use bleeding edge versions, but may risk having more bugs in their campaigns because of it.
TheWebCoder said: @Mike: Pencil to switch to edit mode (that's new in this version) > click +add to add spell > gear to open / close the options for the spells. Note: If "prepared" filter is toggled to on in edit mode, it can conflict with +add, because the new spell is not by default prepared so it does not show up. turn prepared filter off while adding new spells Alright thanks it was the "prepared" thing that was holding me up. Everything else is working fine, although I noticed not all the spells in the spell list are in the compendium but that has nothing to do with the new sheet.
1459412349

Edited 1459412432
Kryx
Pro
Sheet Author
API Scripter
@Kaelev: The field is the name of the ammo. So create a repeating_ammo field named "arrows" for example and then type "arrows" into that field. To show the correct value in the roll template the sheet must show the values reduced, but they are not reduced until the script actually reduces them. If you cannot get it working post a screenshot of your setup.
1459426295

Edited 1459428075
Hey guys, Is it by any chance possible to take the initiative macro from the sheet and add it into token actions somehow? typing it manually didn't really help as it doesn't help I was hoping to perhaps add a macro button from "Settings" that will roll initiative which will be added into the turn order Thanks in advance for info Edit: Figured from the wiki to do the following: /roll d20+%{selected|initiative} However it puts in the chat the following (Instead of the regular Initiative box): rolling d20+ {{ability=1}} {{character_name=Ghoul}} {{title=Initiative}} {{subheader=Ability Check}} {{roll1= 6}} ( 20) = 20 However when i make the following macro: [Label](~selected|initiative) It works just fine and shows the box as it should I wander if it's a bug or if i am doing something wrong =/
1459430185
Kryx
Pro
Sheet Author
API Scripter
@Geze: The name of the ability cannot be "initiative" as the sheet uses that name. All new posts should be on the new thread: [5e Shaped] 2.2.24+
Hey Kryx, Thanks for your time. I will post one more time here as I do not have access to ver 2.2.24+ as I am not a pro user As of right now if i use the [Label] option i get this: The purple text needs to be clicked to display the initiative roll - But it is being displayed just fine However when i do a roll instead using the same parameters, this is what happening: Not sure why this happens. I mean if it is already being used by the sheet how can I make a macro that will quickly make any selected token to roll initiative. I am trying to make it so that i don't need to open separate character sheets for each creature i want to roll initiative for as a DM. It's for convinience sake... I mean it still works with this gibrish and it adds the initiative (Correctly) into the turn order, it just doesn't show the usual pretty box thing If it is not possible it's alright, I will just have it as a /gmroll - It will show the gybrish only to me then
1459432345
Kryx
Pro
Sheet Author
API Scripter
@Geze: That post is just the updated post. This one typically closes as soon as it goes up. Please post there. You previously asked for a token action and the screenshot above has that. Imo token action is the best way to do initiative. But if you want to type it each time: Do this: %{selected|initiative} Not this: /roll d20+%{selected|initiative}