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5e Shaped Companion Script Thread 2

1466949171
Kryx
Pro
Sheet Author
API Scripter
selected
1466950354
Zym
Sheet Author
Thanks Kryx, that just makes inputting all the macro abilities a little less time consuming. Kudos pal
Kryx said: When you say "observe" can you please provide a screenshot and describe thee result that you do not like? it's rather unclear what has gone wrong. After testing this has nothing to do with the script. The script simply references the sheet's macro for saving throws which does not setup correctly in 4.63, but does in 5.0.1. Since the sheet is the one in volatile development you should likely assume any issues reside there. @Kryx: Thanks for moving forward with that. I logged in to respond and you took care of it.
1467102883
Kryx
Pro
Sheet Author
API Scripter
Default ability seems to work for me. New characer int to 16 set default ability to int drop fireball "saving_throw_ability" is set correctly. "saving_throw_vs_ability" is fixed in 5.0.X If I instead drop spiritual weapon I get int as the attack and damage ability. This is on 4.6.2.
1467103898
Jakob
Sheet Author
API Scripter
Kryx said: Default ability seems to work for me. New characer int to 16 set default ability to int drop fireball "saving_throw_ability" is set correctly. "saving_throw_vs_ability" is fixed in 5.0.X If I instead drop spiritual weapon I get int as the attack and damage ability. This is on 4.6.2. Cleared up with better error report in sheet thread :).
1467149555
Lucian
Pro
API Scripter
4.0.0 (2016-06-28) Features spell-import: Support translations for various spell fields ( 88d9615 ) BREAKING CHANGES spell-import: Will not work correctly with character sheet < 5.0.2 This version is designed for use with the new sheet versions that support translated values for some more of the fields. Please note that you will get strange results if you use this version with sheet version prior to 5.0.2 - make sure to grab the latest sheet from Github.
1467150509
Kryx
Pro
Sheet Author
API Scripter
Thanks Lucian.
1467209491
Lucian
Pro
API Scripter
4.0.1 (2016-06-29) Bug Fixes shaped-support: Get player HD working again with new translated output ( 30fe836 ), closes #173
1467227697
Zym
Sheet Author
Hey, Has anybody seen this error before? I run two API scripts, but it crashes with this error quite often, I have tried to get  The Aaron to help but this still persists. I run Aura and an older version of 5e shaped scripts  SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but "S" found. undefine
1467238934
Kryx
Pro
Sheet Author
API Scripter
Probably should run the latest before asking us to debug it. We can't effectively support multiple versions. Try disabling each script 1 by 1 to find the issue.
1467242845
Zym
Sheet Author
Ah well I think I now know what the issue is. Luckily, I figured out what I was doing wrong.  Yes I'd agree, asking advice on older version isn't very kind on you coders ! :-)  Thanks, all the best. 
Where can I get the proper script for using the !shaped-import-spell and !shaped-import-monster commands?
Keiss said: Where can I get the proper script for using the&nbsp;!shaped-import-spell and&nbsp;!shaped-import-monster commands? I assume you are referring to more than this <a href="https://app.roll20.net/forum/post/3268053/5e-shaped-companion-script-thread-2/?pagenum=1" rel="nofollow">https://app.roll20.net/forum/post/3268053/5e-shaped-companion-script-thread-2/?pagenum=1</a>, if so contact Lucian via PM.
I don't know if this was asked yet, but would it be hard to add a new house rule for Extended Rests? Me and my players have been enjoying using the variant of Half HD recovery and no Automatic HP Refill. It just causes the need for a few days rest after a particularly taxing day. It's not a big thing, so if it's complicated, no worries
1467755712
Kryx
Pro
Sheet Author
API Scripter
Sounds similar to mine (which is in the script). It does full HD and no HP. Perhaps make it 2 toggleable options on long rest: No HD, Half HD, Full HD. No HP, Half HP, Full HP
Not sure if this has been address, but will the uses for attacks be decremented end up as part of the script? I have a player with a weapon from the DMG that has charges on it. I'm not seeing it happen currently.
@Kaelev - Does this charge get decremented with each attack, or is a use only under certain conditions? &nbsp;The reason I ask is that there may be some "hacky" things that you can do get this to work, so understanding the use case would be helpful.
So here is an example of a "hacky" solution that could work the same way for weapon uses. So first I separated a resource pool, in this case Superiority Dice into their own trait. &nbsp;In your example this could be the uses associated with the weapon. Then I defined each of the attacks/features/abilities that use this pool as a trait, but realistically this could be defined as an attack or a spell or anything else that is relevant, the important part is in the freeform field, specifically the part that begins with the "%": Then I created an attacher for all attacks that creates buttons for me to click when I use abilities associated with that resource pool, but the same effect could be added to just the weapon's freeform field as well (simplifying this example a bit): So when I click the longsword weapon, it outputs buttons for each of the abilities that use the resource pool. &nbsp;Then when I click one of these buttons, it will automatically call the resource pool as well (so it outputs two distinct roll outputs with one click): This basically accomplishes what you are looking for, which is auto tracking of a resource pool... it's a bit of setup, but it does help. &nbsp;Obviously adding tracking of uses into the script would a nice enhancement, but this would allow you to have that resource tracking today if you wanted it.
Does !shaped-abilities --spells work for NPCs? I've tried setting it up but the created token action returns a blank spellbook.
1468069688
Jakob
Sheet Author
API Scripter
Brian said: Does !shaped-abilities --spells work for NPCs? I've tried setting it up but the created token action returns a blank spellbook. The token action is just calling the integrated sheet macro. I'd check the settings page of the sheet to see if the options set here prevent showing of the spells you have on the sheet.
Jakob said: Brian said: Does !shaped-abilities --spells work for NPCs? I've tried setting it up but the created token action returns a blank spellbook. The token action is just calling the integrated sheet macro. I'd check the settings page of the sheet to see if the options set here prevent showing of the spells you have on the sheet. Dunno. &nbsp;I don't see an option on the settings page for displaying or not displaying the spell book and when I click the macro button on that page, it produces the blank "Spells" whisper that I was getting off the tokens. &nbsp;Ah well, no big deal.
Brian said: Jakob said: Brian said: Does !shaped-abilities --spells work for NPCs? I've tried setting it up but the created token action returns a blank spellbook. The token action is just calling the integrated sheet macro. I'd check the settings page of the sheet to see if the options set here prevent showing of the spells you have on the sheet. Dunno. &nbsp;I don't see an option on the settings page for displaying or not displaying the spell book and when I click the macro button on that page, it produces the blank "Spells" whisper that I was getting off the tokens. &nbsp;Ah well, no big deal. Front page of this thread, there is a link to the github documentation
1468089172

Edited 1468089191
Kryx
Pro
Sheet Author
API Scripter
Can you try making a new character, dragging in a spell, and then clicking that macro? Should work. Perhaps it's just that character. If so I can see if I can determine the problem if you invite me. But first try on a new character with the latest sheet.
1468736012
Lucian
Pro
API Scripter
4.0.2 (2016-07-17) Bug Fixes spell-import: Fix bug with spells with material cost ( 3eb033f ), closes #177
1468783871
Lucian
Pro
API Scripter
4.1.0 (2016-07-17) Bug Fixes advantage-tracker: Make advantage tracker silent for new installs ( 8e18711 ), closes #169 config: Don't create attributes for sheet options with default values ( 2db8c3a ), closes #150 json-import: Fix broken version validation ( 2642432 ), closes #192 Features ability-maker: Remove "small" options and replace with new text size menu ( d949733 ), closes #168 command-proc: Implement security check + send messages to correct players ( d13072c ), closes #165 config: Apply character defaults to manually created characters. ( b09bb27 ), closes #164 config: Implement configuration for custom Saving throws ( 55731c3 )
1468792452
Lucian
Pro
API Scripter
4.2.0 (2016-07-17) Bug Fixes ability-maker: Adjust ordering of default token actions ( d4a8305 ), closes #185 Features ability-maker: Add short option for advantage token actions ( 5409e58 ), closes #186 config: Add expertise_as_advantage option for new characters ( edd36cc ) config: Add hide options for new characters ( 6da9521 ), closes #189 parsing: Add a couple of custom skills for Kryx ( ea4df01 ), closes #191
1468820936
Jakob
Sheet Author
API Scripter
Wohoo! Finally I can get rid of my own custom macro for setting hide values. Small bugs: in the config menu, it says 'saving throw c' instead of 'saving throw dc'. Moreover, hide_action_freetext should be set to {{hide_freetext=1}}, not &nbsp;{{hide_action_freetext=1}}. Also, the ability to apply defaults to manually generated characters is great, but I would make it an option that can be deactivated, since it may interfere with some people's workflows.
Thanks for the updates (API and Sheet). &nbsp;I don't know which was the causing the problem in my campaign where advantage/disadvantage weren't toggling correctly, but the newest updates have resolved it.
1468863450
Lucian
Pro
API Scripter
4.3.0 (2016-07-18) Bug Fixes config: Correct name for hide saving throw DC option ( c686588 ) config: Correct name for hide_freetext ( 81e8fcd ) Features config: Make applying config to manually created chars optional ( 7f4d837 ) token-action: Add option for adv/dis without "normal" ( 358f6e7 ) NOTES The hide_freetext change requires the latest sheet from Github to work - Kryx changed the sheet to be self-consistent and I've updated accordingly There's now an option for advantage tracker token actions called "shortest" - this will only produce token actions for "adv" and "dis", with no "normal". This is for people who use auto-revert and want to conserve the most screen space possible! The script no longer applies configured settings to manually created characters by default - as Jakob pointed out this is probably a bit of dangerous change to turn on without warning. If you like this behaviour it can be turned back on under New Character Settings in !shaped-config - "Apply to all new chars"
1468957982
Lucian
Pro
API Scripter
4.4.2 (2016-07-19) Bug Fixes config: fix broken text size UI ( 715eea0 ), closes #211 token-config: Round fractional numbers on darkvision ( 2f718f0 ), closes #210
1469021812
Lucian
Pro
API Scripter
4.4.3 (2016-07-20) Bug Fixes config: fix order of hide options in config ui ( 1bda2d4 ) spell-import: Set toggle_details to 0 after importing spells ( ef5d22e ), closes #215
1469032436
Jakob
Sheet Author
API Scripter
The 'new character' option of showing the character name on rolls currently doesn't work. It's putting /w GM in the corresponding field for some reason.
1469038035
Lucian
Pro
API Scripter
4.4.4 (2016-07-20) Bug Fixes config: Fix broken show character name option ( 2cca256 )
There seems to be a behavior change that I am not sure if it is intended or not. &nbsp;The "Traits Police" messages are no longer whispered to the GM, but are sent to general chat. Also something that I don't think is a bug in the script, but want to confirm. &nbsp;If you set HP to a specific bar (in my case bar3), when you press the long rest, HP are indeed updated and I do see the bar gets updated. &nbsp;I also use of another API script where I use bar3 to automatically tint a token to purple once a creature is between 20% and 50%, then tint it red when a creature is below 20% health, etc... &nbsp;So the problem is, if a token is tinted due to low health associated with the token, when I press the long rest button HP is set properly, this propagates to bar3 properly, but tinting isn't removed as I would expect. I assume that this is likely due the API updating the HP directly which isn't triggering a bar3 change event, but would like to confirm my suspicion is true.
1469044110
Lucian
Pro
API Scripter
Hi Kevin, I went through the script a little while ago and changed the way that messages were sent out. In general, most of the messages are now sent to the player who triggered the relevant behaviour, but I decided that the "Police" messages should be sent publicly since they are designed to warn everyone that the previous action was essentially invalid. Do you think this is wrong? As far as cross-script updating is concerned, yes, unfortunately this is a Roll20 limitation. Aaron was talking a while ago about creating an eventing framework to help fix this sort of problem, but I don't think anything has come of that yet....
1469044456
The Aaron
Pro
API Scripter
(Not yet, I've become way too busy with selling my house and moving to Indianapolis. I dream of the day I can get back to writing scripts at night, rather than stripping wallpaper, plastering wall, painting, and packing everything I own.)
I don't necessarily think it is wrong, which is why I didn't put it as a bug report, however noticed the change in behavior. &nbsp; Thanks for confirmation on the other issue, I suspected it was the problem. &nbsp;I need to see if there is a workaround for it in my other script.
Kevin said: I don't necessarily think it is wrong, which is why I didn't put it as a bug report, however noticed the change in behavior. &nbsp; Thanks for confirmation on the other issue, I suspected it was the problem. &nbsp;I need to see if there is a workaround for it in my other script. Would it work if it listened for any change to the token, and then applied the correct colour? If not, that would at least let it update to the correct colour by moving the token.
1469112354

Edited 1469112536
My apologies as I'm sure this has been answered before but I've been searching the forum looking for the answer. Hello, are there any examples of a properly formatted statblock entry for !shaped-import-statblock? I've been futzing with the syntax for three hours and I'm at a stand still. Constantly get the following error; (From ):Shaped Scripts Error: Field size should have appeared 1 more times Field type should have appeared 1 more times Field alignment should have appeared 1 more times Here's my statblock; Orcie Medium Humanoid (Orc), Chaotic Evil Armor Class 13 (hide armor) Hit Points 15 (2d8 + 6) Speed 30ft. STR 16 (+3) DEX 12 (+1) Skills Intimidation +2 CON 16 (+3) INT 7 (-2) WIS 11 (+0) Senses darkvision 60ft., passive Perception 10 Languages Common, Ore Challenge 1/2 (100 XP) CHA 10 (+0) Aggressive. As a bonus action, the ore can move up to its speed toward a hostile creature that it can see. ACTIONS Greataxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1 d12 + 3) slashing damage. javelin. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30{120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Here's the API output "5eShapedCompanion 1469112422233 INFO : Importing statblocks for tokens [{\"_id\":\"-KNCjFqKvqhE8ECMMlOO\",\"_pageid\":\"-KID_T8cV1dS_QKskIK7\",\"left\":4725,\"top\":4375,\"width\":70,\"height\":70,\"rotation\":0,\"layer\":\"objects\",\"isdrawing\":false,\"flipv\":false,\"fliph\":false,\"imgsrc\":\" <a href="https://s3.amazonaws.com/files.d20.io/images/21039679/wmHOaC_AxMR_Q1Jc6srpvA/max.png?1468792335\&quot;,\&quot;name\&quot;:\&quot;\&quot;,\&quot;gmnotes\&quot;:\&quot;Orcie%3Cbr%3Esize%20%20%20%20%20Medium%3Cbr%3Etype%20%20%20%20%20Humanoid%20%28Orc%29%3Cbr%3Ealignment%20%20%20%20%20Chaotic%20Evil%3Cbr%3EArmor%20Class%2013%20%28hide%20armor%29%20Hit%20Points%2015%20%282d8%20+%206%29%20Speed%2030ft.%20%3Cbr%3ESTR%2016%20%28+3%29%20%3Cbr%3EDEX%2012%20%28+1%29%20%3Cbr%3ESkills%20Intimidation%20+2%20%3Cbr%3ECON%2016%20%28+3%29%20%3Cbr%3EINT%207%20%28-2%29%20%3Cbr%3EWIS%2011%20%28+0%29%20%3Cbr%3ESenses%20darkvision%2060ft.%2C%20passive%20Perception%2010%20Languages%20Common%2C%20Ore%20Challenge%201/2%20%28100%20XP%29%20%3Cbr%3ECHA%2010%20%28+0%29%20%3Cbr%3EAggressive.%20As%20a%20bonus%20action%2C%20the%20ore%20can%20move%20up%20to%20its%20speed%20toward%20a%20hostile%20creature%20that%20it%20can%20see.%20%3Cbr%3EACTIONS%20%3Cbr%3EGreataxe.%20Melee%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%2C%20one%20target.%20Hit%3A%209%20%281%20d12%20+%203%29%20slashing%20damage.%20%3Cbr%3Ejavelin.%20Melee%20or%20Ranged%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%20or%20range%2030%7B120%20ft.%2C%20one%20target.%20Hit%3A%206%20%281d6%20+%203%29%20piercing%20damage.%3Cbr%3E\&quot;,\&quot;controlledby\&quot;:\&quot;\&quot;,\&quot;bar1_value\&quot;:\&quot;\&quot;,\&quot;bar1_max\&quot;:\&quot;\&quot;,\&quot;bar1_link\&quot;:\&quot;\&quot;,\&quot;bar2_value\&quot;:\&quot;\&quot;,\&quot;bar2_max\&quot;:\&quot;\&quot;,\&quot;bar2_link\&quot;:\&quot;\&quot;,\&quot;bar3_value\&quot;:\&quot;\&quot;,\&quot;bar3_max\&quot;:\&quot;\&quot;,\&quot;bar3_link\&quot;:\&quot;\&quot;,\&quot;represents\&quot;:\&quot;\&quot;,\&quot;aura1_radius\&quot;:\&quot;\&quot;,\&quot;aura1_color\&quot;:\&quot;#FFFF99\&quot;,\&quot;aura1_square\&quot;:false,\&quot;aura2_radius\&quot;:\&quot;\&quot;,\&quot;aura2_color\&quot;:\&quot;#59E594\&quot;,\&quot;aura2_square\&quot;:false,\&quot;tint_color\&quot;:\&quot;transparent\&quot;,\&quot;statusmarkers\&quot;:\&quot;\&quot;,\&quot;showname\&quot;:false,\&quot;showplayers_name\&quot;:false,\&quot;showplayers_bar1\&quot;:false,\&quot;showplayers_bar2\&quot;:false,\&quot;showplayers_bar3\&quot;:false,\&quot;showplayers_aura1\&quot;:false,\&quot;showplayers_aura2\&quot;:false,\&quot;playersedit_name\&quot;:true,\&quot;playersedit_bar1\&quot;:true,\&quot;playersedit_bar2\&quot;:true,\&quot;playersedit_bar3\&quot;:true,\&quot;playersedit_aura1\&quot;:true,\&quot;playersedit_aura2\&quot;:true,\&quot;light_radius\&quot;:\&quot;\&quot;,\&quot;light_dimradius\&quot;:\&quot;\&quot;,\&quot;light_otherplayers\&quot;:false,\&quot;light_hassight\&quot;:false,\&quot;light_angle\&quot;:\&quot;\&quot;,\&quot;light_losangle\&quot;:\&quot;\&quot;,\&quot;light_multiplier\&quot;:1,\&quot;sides\&quot;:\&quot;\&quot;,\&quot;currentSide\&quot;:0,\&quot;lastmove\&quot;:\&quot;4741,4346\&quot;,\&quot;_type\&quot;:\&quot;graphic\&quot;,\&quot;_subtype\&quot;:\&quot;token\&quot;,\&quot;_cardid\&quot;:\&quot;\" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/21039679/wmHOaC_AxMR_Q1Jc6srpvA/max.png?1468792335\",\"name\":\"\",\"gmnotes\":\"Orcie%3Cbr%3Esize%20%20%20%20%20Medium%3Cbr%3Etype%20%20%20%20%20Humanoid%20%28Orc%29%3Cbr%3Ealignment%20%20%20%20%20Chaotic%20Evil%3Cbr%3EArmor%20Class%2013%20%28hide%20armor%29%20Hit%20Points%2015%20%282d8%20+%206%29%20Speed%2030ft.%20%3Cbr%3ESTR%2016%20%28+3%29%20%3Cbr%3EDEX%2012%20%28+1%29%20%3Cbr%3ESkills%20Intimidation%20+2%20%3Cbr%3ECON%2016%20%28+3%29%20%3Cbr%3EINT%207%20%28-2%29%20%3Cbr%3EWIS%2011%20%28+0%29%20%3Cbr%3ESenses%20darkvision%2060ft.%2C%20passive%20Perception%2010%20Languages%20Common%2C%20Ore%20Challenge%201/2%20%28100%20XP%29%20%3Cbr%3ECHA%2010%20%28+0%29%20%3Cbr%3EAggressive.%20As%20a%20bonus%20action%2C%20the%20ore%20can%20move%20up%20to%20its%20speed%20toward%20a%20hostile%20creature%20that%20it%20can%20see.%20%3Cbr%3EACTIONS%20%3Cbr%3EGreataxe.%20Melee%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%2C%20one%20target.%20Hit%3A%209%20%281%20d12%20+%203%29%20slashing%20damage.%20%3Cbr%3Ejavelin.%20Melee%20or%20Ranged%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%20or%20range%2030%7B120%20ft.%2C%20one%20target.%20Hit%3A%206%20%281d6%20+%203%29%20piercing%20damage.%3Cbr%3E\",\"controlledby\":\"\",\"bar1_value\":\"\",\"bar1_max\":\"\",\"bar1_link\":\"\",\"bar2_value\":\"\",\"bar2_max\":\"\",\"bar2_link\":\"\",\"bar3_value\":\"\",\"bar3_max\":\"\",\"bar3_link\":\"\",\"represents\":\"\",\"aura1_radius\":\"\",\"aura1_color\":\"#FFFF99\",\"aura1_square\":false,\"aura2_radius\":\"\",\"aura2_color\":\"#59E594\",\"aura2_square\":false,\"tint_color\":\"transparent\",\"statusmarkers\":\"\",\"showname\":false,\"showplayers_name\":false,\"showplayers_bar1\":false,\"showplayers_bar2\":false,\"showplayers_bar3\":false,\"showplayers_aura1\":false,\"showplayers_aura2\":false,\"playersedit_name\":true,\"playersedit_bar1\":true,\"playersedit_bar2\":true,\"playersedit_bar3\":true,\"playersedit_aura1\":true,\"playersedit_aura2\":true,\"light_radius\":\"\",\"light_dimradius\":\"\",\"light_otherplayers\":false,\"light_hassight\":false,\"light_angle\":\"\",\"light_losangle\":\"\",\"light_multiplier\":1,\"sides\":\"\",\"currentSide\":0,\"lastmove\":\"4741,4346\",\"_type\":\"graphic\",\"_subtype\":\"token\",\"_cardid\":\"\</a>"}] " "5eShapedCompanion 1469112422249 ERROR : Error: Error: &lt;ul&gt;&lt;li&gt;Field type should have appeared 1 more times&lt;/li&gt;&lt;li&gt;Field alignment should have appeared 1 more times&lt;/li&gt;&lt;/ul&gt;" Follow on question; what does this mean? Trait and action names need to be title case and end with a full stop, like in the MM &nbsp;
1469112534
Kryx
Pro
Sheet Author
API Scripter
Not sure what is wrong with size. Perhaps try lowercasing humanoid and chaotic evil as they appear in the MM. Not 100% sure what validation Lucian has put here. Make sure Armor class, hit points, and speed are on their own line. Move Cha above senses move skills below Cha Make sure javelin is capitalized. full stop = british word for a period at the end of the sentence. Not sure all of that will make a difference, but it's best to have it formatted like the MM.
1469113832
Jakob
Sheet Author
API Scripter
I don-t know if this will help, but in my experience sometimes invisible formatting can mess up the import. Try copying the statblock to a plain text editor before copying into the token's GM notes (And do all the things Kryx has suggested).
Thanks Kryx, I copied/pasted that out of the pdf I have of the 5th edition MM. &nbsp;Following your advice I used the SRD that comes with roll20 I rebuilt my statblock to look like the following, and size no longer errors... but any changes to capitalization for alignment and type doesn't do anything; Orcie Attributes AC13 (Hide Armor) HP15 (2d8+6) Speed 30 ft. STR 16 DEX 12 CON 16 INT 7 WIS 11 CHA 10 Senses Darkvision 60 Ft. Passive Perception 10 Skills Intimidation +2 Languages Common, Orc Challenge Rating 1/2 Roll 0 1d20 + 5 1d12+3 Roll 1 1d20 + 5 1d6+3 size medium Type humanoid Alignment chaotic evil Traits Aggressive: As a Bonus Action, the orc can move up to its speed toward a hostile creature that it can see. Actions Greataxe: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage. Javelin: Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage. An example of a properly formatted stat-block would do me some wonders here, as they say "a picture is worth a thousand words". My API error now looks like; "5eShapedCompanion 1469114178374 INFO : Importing statblocks for tokens [{\"_id\":\"-KNCjFqKvqhE8ECMMlOO\",\"_pageid\":\"-KID_T8cV1dS_QKskIK7\",\"left\":4725,\"top\":4375,\"width\":70,\"height\":70,\"rotation\":0,\"layer\":\"objects\",\"isdrawing\":false,\"flipv\":false,\"fliph\":false,\"imgsrc\":\"<a href="https://s3.amazonaws.com/files.d20.io/images/21039679/wmHOaC_AxMR_Q1Jc6srpvA/max.png?1468792335\&quot;,\&quot;name\&quot;:\&quot;\&quot;,\&quot;gmnotes\&quot;:\&quot;Orcie%3Cbr%3E%3Cbr%3EAttributes%3Cbr%3Esize%20%20%20%20%20medium%3Cbr%3EType%20humanoid%3Cbr%3EAlignment%20chaotic%20evil%3Cbr%3EAC13%20%28Hide%20Armor%29%3Cbr%3EHP15%20%282d8+6%29%3Cbr%3ESpeed%2030%20ft.%3Cbr%3ESTR%2016%3Cbr%3EDEX%2012%3Cbr%3ECON%2016%3Cbr%3EINT%207%3Cbr%3EWIS%2011%3Cbr%3ECHA%2010%3Cbr%3ESenses%20Darkvision%2060%20Ft.%3Cbr%3EPassive%20Perception%2010%3Cbr%3ESkills%20Intimidation%20+2%3Cbr%3ELanguages%20Common%2C%20Orc%3Cbr%3EChallenge%20Rating%201/2%3Cbr%3ERoll%200%201d20%20+%205%201d12+3%3Cbr%3ERoll%201%201d20%20+%205%201d6+3%3Cbr%3Esize%20medium%3Cbr%3EType%20humanoid%3Cbr%3EAlignment%20chaotic%20evil%3Cbr%3E%3Cbr%3ETraits%3Cbr%3EAggressive%3A%20As%20a%20Bonus%20Action%2C%20the%20orc%20can%20move%20up%20to%20its%20speed%20toward%20a%20hostile%20creature%20that%20it%20can%20see.%3Cbr%3EActions%3Cbr%3EGreataxe%3A%20Melee%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%2C%20one%20target.%20Hit%3A%209%20%281d12%20+%203%29%20slashing%20damage.%3Cbr%3EJavelin%3A%20Melee%20or%20Ranged%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%20or%20range%2030/120%20ft.%2C%20one%20target.%20Hit%3A%206%20%281d6%20+%203%29%20piercing%20damage.%3Cbr%3E\&quot;,\&quot;controlledby\&quot;:\&quot;\&quot;,\&quot;bar1_value\&quot;:\&quot;\&quot;,\&quot;bar1_max\&quot;:\&quot;\&quot;,\&quot;bar1_link\&quot;:\&quot;\&quot;,\&quot;bar2_value\&quot;:\&quot;\&quot;,\&quot;bar2_max\&quot;:\&quot;\&quot;,\&quot;bar2_link\&quot;:\&quot;\&quot;,\&quot;bar3_value\&quot;:\&quot;\&quot;,\&quot;bar3_max\&quot;:\&quot;\&quot;,\&quot;bar3_link\&quot;:\&quot;\&quot;,\&quot;represents\&quot;:\&quot;\&quot;,\&quot;aura1_radius\&quot;:\&quot;\&quot;,\&quot;aura1_color\&quot;:\&quot;#FFFF99\&quot;,\&quot;aura1_square\&quot;:false,\&quot;aura2_radius\&quot;:\&quot;\&quot;,\&quot;aura2_color\&quot;:\&quot;#59E594\&quot;,\&quot;aura2_square\&quot;:false,\&quot;tint_color\&quot;:\&quot;transparent\&quot;,\&quot;statusmarkers\&quot;:\&quot;\&quot;,\&quot;showname\&quot;:false,\&quot;showplayers_name\&quot;:false,\&quot;showplayers_bar1\&quot;:false,\&quot;showplayers_bar2\&quot;:false,\&quot;showplayers_bar3\&quot;:false,\&quot;showplayers_aura1\&quot;:false,\&quot;showplayers_aura2\&quot;:false,\&quot;playersedit_name\&quot;:true,\&quot;playersedit_bar1\&quot;:true,\&quot;playersedit_bar2\&quot;:true,\&quot;playersedit_bar3\&quot;:true,\&quot;playersedit_aura1\&quot;:true,\&quot;playersedit_aura2\&quot;:true,\&quot;light_radius\&quot;:\&quot;\&quot;,\&quot;light_dimradius\&quot;:\&quot;\&quot;,\&quot;light_otherplayers\&quot;:false,\&quot;light_hassight\&quot;:false,\&quot;light_angle\&quot;:\&quot;\&quot;,\&quot;light_losangle\&quot;:\&quot;\&quot;,\&quot;light_multiplier\&quot;:1,\&quot;sides\&quot;:\&quot;\&quot;,\&quot;currentSide\&quot;:0,\&quot;lastmove\&quot;:\&quot;4741,4346\&quot;,\&quot;_type\&quot;:\&quot;graphic\&quot;,\&quot;_subtype\&quot;:\&quot;token\&quot;,\&quot;_cardid\&quot;:\&quot;\" rel="nofollow">https://s3.amazonaws.com/files.d20.io/images/21039679/wmHOaC_AxMR_Q1Jc6srpvA/max.png?1468792335\",\"name\":\"\",\"gmnotes\":\"Orcie%3Cbr%3E%3Cbr%3EAttributes%3Cbr%3Esize%20%20%20%20%20medium%3Cbr%3EType%20humanoid%3Cbr%3EAlignment%20chaotic%20evil%3Cbr%3EAC13%20%28Hide%20Armor%29%3Cbr%3EHP15%20%282d8+6%29%3Cbr%3ESpeed%2030%20ft.%3Cbr%3ESTR%2016%3Cbr%3EDEX%2012%3Cbr%3ECON%2016%3Cbr%3EINT%207%3Cbr%3EWIS%2011%3Cbr%3ECHA%2010%3Cbr%3ESenses%20Darkvision%2060%20Ft.%3Cbr%3EPassive%20Perception%2010%3Cbr%3ESkills%20Intimidation%20+2%3Cbr%3ELanguages%20Common%2C%20Orc%3Cbr%3EChallenge%20Rating%201/2%3Cbr%3ERoll%200%201d20%20+%205%201d12+3%3Cbr%3ERoll%201%201d20%20+%205%201d6+3%3Cbr%3Esize%20medium%3Cbr%3EType%20humanoid%3Cbr%3EAlignment%20chaotic%20evil%3Cbr%3E%3Cbr%3ETraits%3Cbr%3EAggressive%3A%20As%20a%20Bonus%20Action%2C%20the%20orc%20can%20move%20up%20to%20its%20speed%20toward%20a%20hostile%20creature%20that%20it%20can%20see.%3Cbr%3EActions%3Cbr%3EGreataxe%3A%20Melee%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%2C%20one%20target.%20Hit%3A%209%20%281d12%20+%203%29%20slashing%20damage.%3Cbr%3EJavelin%3A%20Melee%20or%20Ranged%20Weapon%20Attack%3A%20+5%20to%20hit%2C%20reach%205%20ft.%20or%20range%2030/120%20ft.%2C%20one%20target.%20Hit%3A%206%20%281d6%20+%203%29%20piercing%20damage.%3Cbr%3E\",\"controlledby\":\"\",\"bar1_value\":\"\",\"bar1_max\":\"\",\"bar1_link\":\"\",\"bar2_value\":\"\",\"bar2_max\":\"\",\"bar2_link\":\"\",\"bar3_value\":\"\",\"bar3_max\":\"\",\"bar3_link\":\"\",\"represents\":\"\",\"aura1_radius\":\"\",\"aura1_color\":\"#FFFF99\",\"aura1_square\":false,\"aura2_radius\":\"\",\"aura2_color\":\"#59E594\",\"aura2_square\":false,\"tint_color\":\"transparent\",\"statusmarkers\":\"\",\"showname\":false,\"showplayers_name\":false,\"showplayers_bar1\":false,\"showplayers_bar2\":false,\"showplayers_bar3\":false,\"showplayers_aura1\":false,\"showplayers_aura2\":false,\"playersedit_name\":true,\"playersedit_bar1\":true,\"playersedit_bar2\":true,\"playersedit_bar3\":true,\"playersedit_aura1\":true,\"playersedit_aura2\":true,\"light_radius\":\"\",\"light_dimradius\":\"\",\"light_otherplayers\":false,\"light_hassight\":false,\"light_angle\":\"\",\"light_losangle\":\"\",\"light_multiplier\":1,\"sides\":\"\",\"currentSide\":0,\"lastmove\":\"4741,4346\",\"_type\":\"graphic\",\"_subtype\":\"token\",\"_cardid\":\"\</a>"}]" "5eShapedCompanion 1469114178393 ERROR : Error: Error: &lt;ul&gt;&lt;li&gt;Field type should have appeared 1 more times&lt;/li&gt;&lt;li&gt;Field alignment should have appeared 1 more times&lt;/li&gt;&lt;/ul&gt;"
Thanks Jakob I am using windows notepad... &lt;sigh&gt; is it the windows end of lines that may be messing me up? &nbsp;I was noticing alot of extra %20's in the output. &nbsp;I will try another text editor.
1469115081

Edited 1469115487
Jakob
Sheet Author
API Scripter
Alright, here's an example that works. Clockwork Brawler Medium construct, unaligned Armor Class 16 (natural armor) Hit Points 65 (10d8 + 20) Speed 40 ft Str Dex Con Int Wis Cha 15 (+2) 19 (+4) 15 (+2) 6 (-2) 13 (+1) 3 (-4) Saving Throws Dex +7, Wis +4 Skills Perception +4 Damage Immunities poison, psychic, bludgeoning, piercing and slashing from nonmagical weapons that aren't adamantine Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 60 ft, passive Perception 14 Languages understands the languages of its creator but can't speak Challenge 5 (1800 XP) Immutable Form. The clockwork brawler is immune to any spell or effect that would alter its form. Magic Resistance. The clockwork brawler has advantage on saving throws against spells and other magical effects. Magic Weapons. The clockwork brawler's weapon attacks are magical. Raw Fighting Style. While the clockwork brawler is wearing no armor, wielding no shield and not using a weapon, its AC includes its Wisdom modifier. Actions Multiattack. The clockwork brawler makes two unarmed strikes. Unarmed Strike. Melee Weapon Attack: +7 to hit, reach 5 ft, one target. Hit: 10 (1d12+4) bludgeoning damage. Knockout (Recharge 4-6). Melee Weapon Attack: +7 to hit, reach 5ft, one target. Hit: 10 (1d12+4) bludgeoning damage plus 9 (2d8) force damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or fall unconscious for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Reactions Sweep Kick. When a creature misses the clockwork brawler with a melee attack, the brawler can use its reaction to make a unarmed strike against the creature. If it hits, the attack deals normal damage and the creature falls prone. Remarks: The block you just posted has multiple things that will probably break the parser, such as colons, the attributes line... Note that my traits and actions follow the instructions regarding full stops and capitalization. For attributes Str xx Dex xx Con xx Int xx Wis xx Cha xx works just as well. (as does full capitals, i.e. STR. et cetera).
Ah thank you, now I have a point of reference. &nbsp;I do not have an MM that's formatted in the way you just output, but now I got something to use as my template. &nbsp;Thank you! &nbsp;I finally passed my issue with size and type and alignment and moved onto other things that I'm doing to break the parser, but now I can sort it all out. Thanks!
1469192880
Lucian
Pro
API Scripter
Hi Robert, Sorry for the delay responding. The statblock you posted doesn't give me the error you described - once I'd moved the senses and the skills after the ability stats to imported fine for me. This suggests that your issue is probably to do with invisible characters/spaces etc. Hopefully moving away from Notepad will fix the issue for you; sadly the handling of spaces in the GM Notes box is not something that is in my control, and Roll20's editor software is a bit capricious. You can find some more examples of statblocks here:&nbsp; <a href="https://github.com/symposion/roll20-shaped-scripts" rel="nofollow">https://github.com/symposion/roll20-shaped-scripts</a>... (look at the .txt files) Hope this helps you get going a bit better!
1469194129
Lucian
Pro
API Scripter
To clarify about the text parser, it's actually fairly flexible - generally speaking it will cope with things not being on their own line, not being consistently capitalised, appearing out of order etc. Among the things it won't &nbsp;cope with are: Strange extended characters Spaces being replaced with %20 Extraneous headings that don't appear in the standard MM format Missing type/alignment information Challenge rating not at the end of the main statblock, before traits/actions If you're using the statblock import and it's giving you an error that doesn't make sense to you like happened here, checking the text of the GM notes for %20s or trying to look for funny characters is probably the best place to start. In this case, the only thing that was really wrong with the original statblock is that CHA appeared after the Challenge rating - which has to be the last thing in the main statblock before traits/actions/etc. If you move CHA a line higher up, the whole thing works, even though senses and skills are in funny places. Obviously it sounds like you had issues with Notepad line-endings and spaces as well. Cheers
1469207329
Lucian
Pro
API Scripter
4.4.5 (2016-07-22) Bug Fixes config: Fix spell text size option for new characters ( 0dbf43c ), closes #223
1469258989
Lucian
Pro
API Scripter
Hey all, Just a heads up, I think the 1-click version may be broken with the latest format of the monster and spell databases. I will try and get a new version pushed to Roll20 ASAP to fix this but it can take a while for them to pick it up. Sorry!