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[5e Shaped] 2.4.13+

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Kryx
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D&D 5e Shaped Character Sheet This is the redesigned Shaped character sheet for use on Roll20.net with the 5th edition of Dungeons & Dragons (5e). The sheet is designed to be usable by all Roll20 users regardless of subscription level. If you are updating an existing campaign I highly recommend you duplicate your campaign and use that to copy data over. I also recommend starting each character from a fresh sheet. Shaped Character Sheet Companion Script Documentation Please report any bugs in the issues tab or on this thread. They will however be tracked on the issues tab Features High performance sheet without the lag of old versions (100% sheet workers) Improved styling to match the 5e paper sheet with nearly all elements clickable to output to chat Compendium Integration for NPCs, Armor, Equipment, Spells, Weapons NPC actions and traits are parsed and clickable. Customizable skills with the option to change the ability on the fly Translations (English and French so far) Auto populated Class Features which include things like Lay on Hands or Sneak Attack Spells with filtering and the option to cast at a higher level Customizable Classes - Change Name, HD, or spellcasting level of the classes Armor - Covers normal armor as well as unarmored ability cases like monk, barbarian, etc. Equipment with gold and weight automatically calculated. Equipment Items are clickable from the core page for items like Potion of Healing Attachers can be used to remind yourself to add to saving throws while within 10 feet of your paladin Extra features: Jack of all trades, halfling luck, vision, movement, appearance. Settings for how to output all rolls, death saves, initiative, etc Roll settings to choose to always roll with advantage, disadvantage, or query for both Optional bonuses to all skills, abilities, saving throws, etc. How to Update the sheet yourself (as Pro): Copy the html from github In Roll20 go to campaign settings and choose a custom character sheet. Choose D&D 5e as the SRD In the HTML tab paste the HTML code Copy the css from github On Roll20 in the CSS tab paste the CSS code. Hit save. Contribute Since many have asked for it: If you appreciate what I do and want to compensate me for the countless hours that I have spent building this character sheet feel free to support me on&nbsp; Patreon or Paypal ( <a href="mailto:mlenser@gmail.com" rel="nofollow">mlenser@gmail.com</a> ). Thanks so much for your support. This Patreon campaign is not affiliated with Roll20; as such, contributions are voluntary and Roll20 cannot provide support or refunds for contributions.
1461088654
Kryx
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2.4.14 (2016-04-19) Bug Fixes Spell Slots for Arcane Archetypes : Fixed by not always resetting a class's spellcasting Spellcasting trait on NPCs have auto calulated slots and the same amount of slots is being added as bonus slots caused double the spell slots on NPCs when parsing spellcasting traits : Fixed by not setting the calc value for this case. Wildshape class feature text: fixed by adding the missing "[[" Trait uses no longer overlaps in cases of short trait names and descriptions. Attacks macro button has been removed until they are complete to prevent confusion
The raw html and css links don't appear to be working for me in this thread.
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Kryx
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Should be fixed - you caught me in the middle of a project/folder rename to align with the companion script.
It does indeed! Sorry about that, I probably should have waited :p
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&nbsp;Im getting "No attribute was found for @{Veteran|roll_info}" is a free account error or do i need to be pro to not see this? Also Sorry did not see the issue tab!
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Kryx
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As a fix you can create an attribute named "roll_info" on the "Attributes & Abilities" tab of the sheet container (not on the actual sheet). Though I'm curious how this happens as the sheet sets this when it first is created. Does this happen on a new sheet, or old? Creating a new sheet on 2.4.13 does not show this issue for me.
I had issues with the Actions Chat Macro for NPC's until I created the character sheets from scratch. Luckily this campaign is still pretty young, so I only had a few to change out.
The documentation should be updated now to the new version. I will continue to look over it to make sure I haven't missed anything while updating.
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Hide action freetext now hides NPC's traits too. The new macros are great and work fine with old NPC in my case.&nbsp; ETA: Is there a way to make the documentation link that's on the bottom of the character sheet selectable? Because right now it isn't and it's kinda useless if you can't select the text to copy it, it's so long. If it's not possible, I suggest using a bit.ly custom link that's easier to type
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Kryx
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Traits are actions under the hood, so ya it's hidden if you use that check box. Shouldn't have changed.
Joe L., I think I know what the issue with the statblock, traits, and actions macros is with old NPCs. I tried the new buttons on the NPC sheet and worked just fine. Then, I created a macros with "/w gm %{target|statblock}" (the same with the other two). When I tried them with the tokens, some gave me incomplete info, i.e. there where no skills or no attacks. They get fixed if you go to the sheet and use the statblock button there. It seems they get set up the first time you use that macro. Vanakoji: You need to add "actions_macro" to the documentation.
T_T The Saving throws and Ability checks macros now have the ability buttons in small text. They are practically unusable for me now, and I loved them! Why not leave them with big text like the new NPC macros? I guess it's custom-macro-time for me
Loving the latest changes and actually really liking the combined Features area. One thing I've noticed (and not sure if it's a Roll20 bug or sheet bug): when in a pop-out window and attempting to change the order of items in various areas you are unable to drag and drop. Clicking the item does nothing. Works fine when it isn't a pop-out window. Have tried this on both Firefox and Chrome.
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Yadira said: T_T The Saving throws and Ability checks macros now have the ability buttons in small text. They are practically unusable for me now, and I loved them! Why not leave them with big text like the new NPC macros? I guess it's custom-macro-time for me @Kryx: I second this. A couple of players mentioned this as well. With the smaller text and always moving chat, hitting those smaller macros is a pain for them, but they love the feature. And honestly, I do too. Makes things much more streamlined. Is it possible to add a setting that allows you to toggle big text on/off and have it incorporated into the support script to set big or small as the default?
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@Kaelev, what I did, for now, was to use the Saving Throw/Abilities macro from the character sheet, hitting Up on the chat box to get the text of the macro, and paste that to a custom token action, changing the part that says "text=" to "text_big=". Rinse, repeat, for each character. It's not ideal because if it's updated in the future the token action will not change , but it works. ETA: use the code recommended by Kryx below And yeah, my players love the abilities buttons too. It's faster than query macros or opening the sheet. And for me as DM it means I can have just one button in the macro bar set to Abilities without needing to set token actions for each NPC. I really, really like them
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Vanakoji
KS Backer
Vanakoji: You need to add "actions_macro" to the documentation. Thanks, there were others missing as well it seems as all sections of a NPC get these buttons but they only appear if at least one thing is entered in that section. They should be there now. For big text, currently you can make a custom macro easily with a few attributes that I plan to try and add to the documentation tomorrow. For example, /w &{template:5e-shaped} {{saving_throw=1}} {{title=Saving Throws}} {{text_big=@{saving_throw_macro_var}}} Will make the text big for saving throws. There are some things like this that have built in ability command buttons, which I want to add to the documentation once I find them all. Example: "@{saving_throw_macro_var}" saving throw buttons, Ability Checks: "@{ability_checks_macro_var}", Skills only: "@{skills_macro_var}" are some. They make it rather easy as all the buttons are stored there dynamically for you. @Kryx - Lair actions and Regional effects on NPCs don't seem to have a name which can cause Undefined on the related macro calls on the settings page and the statblock. - I notice skills total_with_sign showing the skills total is doing the only updates on sheet close for me as well. Saving throws seem fine.
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Kryx
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Yadira, old NPCs should've generated traits/actions macros when the sheet was opened. If they didn't&nbsp;then you can force them to regenerate by editing one item in each. You can edit it and then edit it back. Saving throws and Ability check chat macros were reduced in size because I added the bonus as well and it seemed rather long. If people prefer the bigger text (which seems so) then I can swap back. I'll wait until the end of the day for further feedback before swapping back. I would NOT recommend using the up arrow . It will give you code that will not stay up to date. The whole point of the chat macros is to stay up to date. For a temporary solution I suggest the code that vanakoji put forward: /w NAME &{template:5e-shaped} {{saving_throw=1}} {{title=Saving Throws}} {{text_big=@{saving_throw_macro_var}}} I'm very happy you like them. :) James, Pop out has some weird behavior. I wouldn't recommend using it. Vanakoji, I'm apprehensive to expose "skills_macro_var" as it's intended for the statblock usage or for NPCs. PCs should use ability checks and I'm afraid people will use skills instead.. not sure I have a good option here though.. <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... has been created for the undefined issue (I saw it before) <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... exists for the skills issue. I will open an issue with roll20 to discern what is happening here.
It seems "skills_macro_var" is done for the NPC stat block since the "Skills" section is just skills, not all ability checks but this works for PCs too as skills are the same. I can see it being useful though as I have been thinking about how to use these macro vars in some custom macros.
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Kryx
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Edited above: I'm apprehensive to expose "skills_macro_var" as it's intended for the statblock usage or for NPCs. PCs should use ability checks and I'm afraid people will use skills instead.. not sure I have a good option here though..
Yadira, old NPCs should've generated traits/actions macros when the sheet was opened. If they didn't then you can force them to regenerate by editing one item in each. You can edit it and then edit it back. Just using the blue statblock macro button that's on the sheet generates the rest of the macros for that NPC, without needing to edit anything. After that first use, you can call them form another macro or token action and they work just fine. :)
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Kryx
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Is that a question? I don't understand what you wrote. Were you previously not access them from the button? Were you referencing the button, or did you use the up arrow?
Kryx said: Saving throws and Ability check chat macros were reduced in size because I added the bonus as well and it seemed rather long. If people prefer the bigger text (which seems so) then I can swap back. I'll wait until the end of the day for further feedback before swapping back. Upvoting big text for ability and save macros. It does add a little text wrap … I'm for removing the bonus (but I might be in the minority for that).
I personally am for the smaller text. &nbsp;While I understand the larger text is easier for many to read and I respect that, I feel that the smaller text has a cleaner look and feel (personal preference).
Sorry, non-native english speaker here. Let's see if I can explain it better... In my case, as I said in a previous post, the problem with old NPCs and the new (awesome!) macros is this: I create a new macro for the macro bar, let's call it NPC-Info , and I use in it the sheet macros, something like: %{target|statblock} %{target|actions_macro} //Redundant, I know. Just an example %{target|traits_macro} When I use it on an old NPC, the output is incomplete (skills, actions, etc. are missing). But if I use the statblock button on the sheet first, it generates all the data, so the next time I use my NPC-Info macro, everything is there. In my case, the issue is not with the macro buttons on the sheet, it's when you use the macros somewhere else. I was just saying that if someone has this same issue, they should try using the statblock macro button on the NPC sheet first and see if it fixes it, without needing to edit anything. For me, it makes a difference because editing is too slow and I have tons of NPCs in my campaign.
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I agree Kevin, the smaller text looks much better and I like it better, but none of my players do. Several times a player will click on the wrong ability check.&nbsp; Instead of a Deception role I'll get an Animal Handling check (just above it).&nbsp; While funny, it can distract and slow down game play.&nbsp; So, I've had to modify and create my own big_text macro for them.
Mark R. said: I agree Kevin, the smaller text looks much better and I like it better, but none of my players do. Several times a player will click on the wrong ability check.&nbsp; Instead of a Deception role I'll get an Animal Handling check (just above it).&nbsp; While funny, it can distract and slow down game play.&nbsp; So, I've had to modify and create my own big_text macro for them. Like Kryx, I'm now against any custom macros that won't update as the sheet updates. It's a lot of work on the GM side to ensure that things remain up to date. Like I suggested, it'd be awesome as a setting on the sheet itself, much like all the roll options and automatically using ammo.&nbsp;
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Kryx
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On big vs small text: &nbsp;I can support both - I'll just make it a toggle. Yadira: Glad it works. I guess I'll just tell people to force the regeneration somehow. It seems to work for me on old NPCs.
Would this be directly from the sheet? Would this be something that Lucian could work into the support script as a configuration setting?
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Kryx
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Yes.
Kryx said: On big vs small text: &nbsp;I can support both - I'll just make it a toggle. Thank you Kryx! &nbsp;I can't say enough about how good you, Lucian, Brunhine, Vanakoji, and many, many others have been to the community, so truly thank you for your efforts!
Kryx said: On big vs small text: &nbsp;I can support both - I'll just make it a toggle. Yadira: Glad it works. I guess I'll just tell people to force the regeneration somehow. It seems to work for me on old NPCs. You have to open the sheet at least once on the new version to update before the statblock works properly (I was using a %{selected|statblock} macro and needed open older NPC sheets for the statblock to generate without missing info)
Kryx said: On big vs small text: &nbsp;I can support both - I'll just make it a toggle. Yay!
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Kryx
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Thanks for the recognition Kevin - it is very encouraging. :) Liam said: You have to open the sheet at least once on the new version to update before the statblock works properly (I was using a %{selected|statblock} macro and needed open older NPC sheets for the statblock to generate without missing info) Yes, the sheet expects you to open it to get updates. If a sheet isn't updated many things can remain outdated. So I suggest always opening the sheet before using a monster. Perhaps you can integrate this workflow into your session prep to alleviate lag issues.
@Kryx As far as I can tell, this Traits macro behavior where it shows old Traits happens for every PC. I haven't tested for NPCs. I can invite you to the campaign where this is happening if that helps.
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Kryx
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Have the PCs opened their sheet? Have they triggered a change to any trait?
Kryx, I will add my gratitude to the list for all the work and the others have put into this campaign. &nbsp;Actually you got yourself an NPC'd named after you in my campaign. &nbsp;Got a Mind Flayer that has taken mind control of most of a village, and he has your illustrious name! I do have a question, and I am sorry if this got answered already, I've been trying to keep up. &nbsp;I love the new pre-made macro buttons on the sheets, I'm going to have my players pull them down into their macro bar before our game Saturday as I think it will speed play up for doing simple skill checks. &nbsp;And I notice they are on the NPC pages as well. &nbsp;My question is, is there a way that I can build a similar macro, but have it base of the selected target instead of based on which sheet I pulled it from. &nbsp;And specifically the macro that brings up the drop down list, would keep my macro bar less cluttered if I only had to have the one for checks and one for saves where I could select target creature and target ability...
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Kryx
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Ya, you can create some normal macros and just use selected. %{selected|statblock} for example. Vanakoji's documentation probably has the names for them all.
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Mark B., in the Documentation you have the macros, the link is in the OP. Open it, go to tools-&gt;Document outline to display the index. There is a subsection called Macros, under the Settings section, that lists all those macros. The ones that give you the dropdown list are the query ones. If you want to use the ability checks macro with a target token, for example: (you could change target for selected if you prefer it that way) %{target|ability_checks_macro}
perfect, wasn't sure if I could get the dropdown list..thank you both very much!
I added some of the macro vars to the documentation. ability_checks_macro_var saving_throw_macro_var traits_macro_var actions_macro_var reactions_macro_var legendaryactions_macro_var lairactions_macro_var regionaleffects_macro_var are the ones added. I left skills for the time being as you are unsure of showing that, though I see it as very useful as I much prefer having only skill buttons and not all ability checks for some custom macros. It made custom macro ideas easier for me to have only skills that I didn't bother with before because I couldn't easily split skills into their own. So I can say I like to have it at least, but have left it out for now.
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Thorsten
KS Backer
&gt;&nbsp;Have the PCs opened their sheet? Have they triggered a change to any trait? Yes, and yes. Okay, I think I have figured this out. This is what Traits macro used to look like: Archery Fighting Style, Extra Attack, Extra Attack, Fighting Style, Healing Potion, Second Wind, Action Surge, Healing Potion, DELETE - Second Wind, DELETE - Action Surge, undefined Deleting Traits does not change that Changing the text of a Trait does not change that However, by adding a Trait called Test, it then reads: Archery Fighting Style , Extra Attack , Second Wind , Action Surge , Healing Potion , War Mage , Test Delete Test again, and it still reads the same way. So therefore: Deleting a Trait does not re-create the contents of the Traits macro, though adding a Trait and naming it does.
I can say as well, actions did not update for a statblock on an old test sheet. There was no value for actions_macro_var or actions_chat_var even if I added a new action manually.
I get the same glitch Thorsten B. describes. Only a new trait updates a PC's Traits macro, and it can't be empty
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Kryx
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Vanakoji, can you give some examples of where you'd want to use skills for custom macros? Empty repeating sections will never cause changes - that is roll20's system.&nbsp;I have identified the issue though - I was setting chat macros as a result of a callback when updating actions. I however didn't update actions when many fields were changed (purposefully). I will push a fix for Pro users tonight.
Custom PC statblock macros (better done once attacks and spellbook ones are set) and a skills only macro for new player to just click the relevant skill in chat are some that I have considered using skills for. The reason I would use skills over ability checks is if I want skills, I want only skills not the full list as I like to keep things separated into their own sections, so in any place you would want to use ability checks but only really need skills, I would use skills only 100% of the time. Ideally I could call them with selected and target so that I can have a few base macros call everything needed but Roll20 seems to have issues with that I believe as you don't get a proper title, only "()" for the macro header and the mod isn't there when using something like "@{target|skills_macro_var}" so I can't make full custom macros to get the section I want but I can come pretty close by adding some custom macros to each sheet that I can call.
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Minor issue: There's a problem with the text for the Druid's trait "Wild Shape". When I click it I get "SyntaxError: Expected "[" but "e" found." When I erase the text in the freetext, it works as it should. I think the problem is this part of the text:&nbsp; You can stay in a beast shape for 2[half your druid level (rounded down)]]] hours. It's nothing urgent, it can be easily fixed on our side. One question. When a character levels up and one of its traits is auto-updated, for example, the sneak attack damage. Will the trait ID change? ETA: oops, sorry. And I read the status post! Somehow, I missed the one about the Wild Shape :(
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Kryx
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Kryx said: 2.4.14 (2016-04-19) Bug Fixes Wildshape class feature text: fixed by adding the missing "[["
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Kryx
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The trait ID does not change, no. The position and everything stays the same, just some of the contents will be replaced (if you haven't modified them).
One thing I noticed on traits: If I make a new trait, set a saving throw, and then enter description / freeform text, drop out of edit mode and test it, the saving throw doesn't show up. If I go back into edit mode and take a look, saving throw is unchecked. If I then check saving throw a second time, re-test, everything works fine. It's hard for me to put my finger on this exactly, but something in the trait editing can uncheck saving throw.
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Kryx
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Editing freetext causes that. I'll have to add a check to not parse freetext if the item is checked already.