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[5e Shaped] 2.4.13+

Thanks, Kryx. Btw, really like how you merged traits into a single area. We were always kind of wondering where to put different abilities (top middle, or right column), now they're all in one place, and that's super useful. Sheet is coming along magnificently.
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Kryx
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API Scripter
2.4.15 (2016-04-21) Bug Fixes Action macros now stay up to date when items are removed/added. Features Added buttons for big text for ability checks and saving throws. "saving_throw_macro_big". "ability_checks_macro_big". No toggle, just 2 different buttons. Lucian will have to add more config to his script! :P Sorry about the slow progress - I have way too much RL coding to do currently. And I'm very burnt out. I am just fixing low hanging bugs for the next week probably. TheWebCoder: Thanks again for your appreciation. I'm glad you like it. I've opened&nbsp; <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... to track the issue of traits toggling off things when editing freetext.
The bigger display for abilities and saves is nice :)&nbsp; Thanks! Maybe a bug ... If you uncheck "Extras", but text exists in freetext .. the check box re-checks; you can not disable. Is that by design?
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Kryx
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API Scripter
likely the same issue as the one I just opened. I assume if you turn it off again it'll stay off? Essentially the sheet tries to parse anything in "freetext". It parses each section only once and sets the checkboxes appropriately. So once it has been parsed it won't do it again.
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Kind of the same, but it will not stay unchecked no matter how many times you un-check it.&nbsp; Seems to reparse every time.
Wait what? This Patreon campaign is not affiliated with Roll20; as such, contributions are voluntary and Roll20 cannot provide support or refunds for contributions. There is always a story to something like this! Also you do not have a link in the original post if i see this correctly.
I'm using the 2.4.13 version, there seems to be problems with adding a new class or modifying levels. The sheet was "migrated" from 2.3.x I added a class (druid), to an existing Wizard, - since then modifying level, or adding or removing the class seems to have no effect on the sheet spell level calculation, and only sometimes does the level remain adjusted to the new level. (but in each time other features do not adjust) Making a new sheet solves this, but - obviously, it would be preferred if the behavior didn't exist.
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@Kryx & Vanakoji I think I figured out my bonus filtering issue.&nbsp;Spells imported with !shaped-import-spell don't filter by bonus or reaction, while the same spells pulled from the SRD do. It looks like the casting time needs to be "1 reaction", or "1 bonus action" not "reaction", or "bonus action" for the filtering to pick it up.
Thorsten B. said: &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 am still having this issue. The traits and actions do not update properly, and behave exactly as Thorsten described above. My players and I have opened and closed their sheets, added and removed traits, added and removed equipment and their associated attacks, and the macros still do not call properly. I tried calling the stat-block as Yadera mentioned here: Yadira said: 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. :) And at least for my PC's that didn't solve the issue. Would appreciate any help you all can give!
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Kryx
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Simon O. said: Wait what? This Patreon campaign is not affiliated with Roll20; as such, contributions are voluntary and Roll20 cannot provide support or refunds for contributions. There is always a story to something like this! No issues here. Roll20 just requires that disclaimer. It's also useful as it clarifies that roll20 does not contribute to my work at all. It's all community contributions. I'll fix the link in the OP. Thanks :) Modnar can you please invite me via PM. Sounds strange. John this should be fixed if you pull the latest spells. Joe, the issue will not be resolved for you until the latest version goes live to Roll20. You'll have to wait until then (should be early next week).
Just curious, as RL has kept me fairly busy i haven't kept up with some of the other updates, but i seem to recall talk of putting some sort of bag functionality into the sheet.&nbsp; Is this still on the table or is it impossible or not enough interest?
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Kryx
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Sheet Author
API Scripter
Hi Bryan, That has been captured&nbsp;<a href="https://github.com/mlenser/roll20-character-sheets/issues/110" rel="nofollow">https://github.com/mlenser/roll20-character-sheets/issues/110</a>. It has not been completed yet.
Cool, thank you. the work around should be fine for a while.&nbsp; keep up the good work.
&gt;&nbsp;Sorry about the slow progress - I have way too much RL coding to do currently. And I'm very burnt out. I am just fixing low hanging bugs for the next week probably. Don't fret it. I am amazed at all the effort you're putting into this. I love the sheet (and the companion script Lucian put together). If you're getting severe burn-out from a hobby, it's time to slow it down. Take some time to sit outside with a beer and just contemplate the awesomeness of being. :)
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Kryx
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I'm not burnt out of roll20, just other coding projects. I actually want to work on the sheet. :P
I came across a weird bug, but maybe I am not having a setting correct or something. I was inputting Fire Bolt (which was not on the OGL section) and it kept trying to prompt me for scaling damage for casting at a higher level, even though I input everything the same as Chill Touch (which is on the OGL, to include the macro for damage)... so I decided to delete the spell and start over. Now I can't add another spell to my spell sheet. It seems as though it tries to trigger the CSS and I get a line as though to separate the spells but no input fields are generated. Any ideas?
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Kryx
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Ensure your filtering is turned off
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Hey Kryx, thanks again for all your work. edit: I see items that were previously listed under a To Do heading have been moved to the issue tracker instead. I thought enhancements would still be in the OP. Nevermind my previous comment, I know where to look now.
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Kryx
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The TODO is handled via github:&nbsp; <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... :)
Not sure if this has been mentioned, but after switching to 2.4.13, sneak attack was set to add the Dexterity modifier to its damage.&nbsp; I can go in and switch this off but I wasn't sure if this was a bug or something that the player did.&nbsp; I checked the PHB and Errata to see if Dex mod was added in to the sneak attack damage, but neither showed that it was.
Just checked and mine has also the dex bonus added to the damage, and I'm the only one who has edited the character and it wasn't me. I created a brand new rogue character to check, and the sneak attack damage has the dex bonus applied too
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Kryx
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This is likely caused by&nbsp; <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... I will address it when I get a chance.&nbsp;Remove the ability score and it should work.
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A player posted this in my campaign forum and thought I'd just copy/paste it here. We are using 2.4.13 and I apologize if this has been resolved in the latest update: Here is one of the issues I had last session. Below is a screenshot of the features and traits section of the character sheet. Before the update, I used Action Surge (I'm pretty sure I did this by clicking on Action Surge). However, in our last session, after the update I couldn't remember if I had used Action Surge and checking the features and traits area showed that I had one use. But, for some reason, the old one had been renamed to DELETE - Action Surge and I didn't notice it. Anyway, whether I had used it or not was cleared up quickly and I will delete the ones marked as DELETE but now I have no idea how to use these abilities. Clicking on any part of the name, uses, or any part of it, doesn't make it appear in the chat log. So, is this how it should be? Was it updated to no longer allow you to do this, am I missing something super obvious or is it a bug that is only affecting me? I hope all this makes sense, I had to retype it all from scratch because apparently clicking Ctrl+i to make some text italic deleted half of what I wrote, clicking undo deleted some more and then redo was grayed out so what we have above is my rage typing. Edit: Also no idea what the amphibious is all about. The features and traits section is as it was after the update. EDIT: Lined out - moot issue.
Ah hell, I forgot to ask him if he turned off "EDIT" mode. It could be something as simple as that.&nbsp;
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Kryx
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DELETE items are there if they were ported from class features. If you see "DELETE" items then delete them and edit your character level down 1 level and then back up after clicking out of the field (to force features and traits to regenerate). He is definitely in edit mode based on the screenshot - he needs to turn that off to click them. "Amphibious" is a placeholder (notice the light gray text). Data was entered somewhere on that trait without setting a name.
Yeah, I get it now. There's been some grievances, in my party, from porting to the new sheet and I jumped the gun when I posted that. Sorry about that. I don't know how you handle all these issues on a daily basis as it is starting to drive me mad, lol. I tell my players that when digital stuff gets upgraded there WILL be bugs. Be patient and it will get fixed. Keep up the good work to everyone who works on this and the companion!&nbsp;
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Kryx
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Well good news for the future is development has slowed so there should be much less issues. And hopefully no more breaking changes like class features -&gt; traits.
Good news, indeed.
NPC skills, when you click on add button to make a custom skill for a NPC you do not get a place (field) to enter name for custom skill. &nbsp;You do get drop down selection for proficiency and ability and bonus box. &nbsp;Without a name the custom skill is unrollable from sheet. &nbsp; Steps to repeat issue: &nbsp;create a new character, set it to NPC, go into edit mode, click add for skill. One my players hired a bandit with thieves tools proficiency. &nbsp;I dragged and dropped bandit from SRD, but was not able to set up thieves tools as skill. &nbsp;Until this is resolved I will just set up a trait for thieves tools.
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Kryx
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Switch it to PC to adjust the name for now. Then it can be swapped back to npc
Okay thanks for quick answer.
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Kryx
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2.5.0 (2016-04-26) Features Auto-revert advantage is now a setting on the settings page (for API usage) - thanks Lucian Short Rest and Long Rest buttons have been added to the core page (for API usage). Brunhine will be hooking up the API side.
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Kryx said: Auto-revert advantage is now a setting on the settings page (for API usage) - thanks Lucian Could you write a few more words about this? Does it means it have no effect for non-Pro users? I would personally like that if I clicked the Advantage/Disadvantage button in upper right corner and did my roll that it would change back to normal roll after the roll per default - but this has nothing to do with API as I see it.
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Kryx
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The sheet cannot change a value as a result of a roll. API is required for that behavior. The roll setting is a value so it requires API - the same as auto ammo usage. More behavior will come to the sheet that is API only, though most of it on the sheet is just wiring, not functionality (which Lucian and Brunhine do). So it shouldn't detract much from the normal work.
I've been having issues with this sheet for days now since updating from the older depreciated shaped sheet. &nbsp;First issue was that all my existing character sheets lost much of the information in the transfer. &nbsp;Doesn't really seem to be any coming back from that aside from retyping everything that was lost, no biggie there though. &nbsp; The second and more prominent issue is that I keep getting this error message with both ranged and melee attacks alike, but not ALL melee and ranged attacks. &nbsp;It seems to trigger selectively but I'm not sure what is causing this. SyntaxError: Expected "(", ".", "[", "abs(", "ceil(", "d", "floor(", "round(", "t", "{", [ |\t], [+|\-] or [0-9] but end of input found. I'm honestly at a loss here. &nbsp;I've tried reworking the attack blocks and even making an entirely new sheet and redoing the character, but the issue still plagues me. &nbsp;Did I break my game and just need to make a new one entirely? &nbsp;Please help!
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Kryx
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Hi Daniel, Converting old campaigns requires you to start each sheet from scratch due to lingering data and lag issues. I mentioned this in the OP: 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. But it's understandable if it was missed. As unfortunate as it sounds I would suggest starting each sheet from scratch. With Features & Traits auto populating as well as spell and item drag&drop from the compendium and spell import it actually shouldn't be too much work. I apologize for the inconvience, but there was no better option really.
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Daniel, I'd ask Roll20 admins to roll back your campaign to when the sheets worked. Then duplicate your campaign entirely, and switch to the new Shaped. From there, with the old campaign (old sheets) open in one browser, and the new campaign (new shaped sheet) open in another browser, copy / paste over your info into brand new sheets. With the SRD for spells, and Kryx auto-populating class abilities, it's really not bad. It took me about 30 minutes per sheet.
Awesome, appreciate the input guys! &nbsp;How do I request that of the admins? &nbsp;I'm rarely ever on the forums - I've been fortunate just to have everything work flawlessly during my time here on Roll20 so I rarely have to come here to check on things. &nbsp;Thanks again for responding!
I was thinking of adding a short section of doing the custom CSS with stylish (similar to explaining getting the unique ID of a repeating section) to the documentation as it feels like it is a bit hard to track down at the moment. If you feel that is should be added, I just want to make sure this is the proper up to date css .sheet-gm-info-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-block { display: block !important; } .sheet-gm-info-inline-block, .sheet-rolltemplate-5eDefault .sheet-gm-info-inline-block { display: inline-block !important; } .sheet-gm-info-flex, .sheet-rolltemplate-5eDefault .sheet-gm-info-flex { display: flex !important; } Also a small note, I find it odd that I can't copy and paste the google doc link from the sheet. Not sure if there is a reason but from the long and annoying to type doc link, being able to copy and paste feels like it would make life easier for people going to it for the first time.
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Kryx
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Hi Daniel, Since you're a pro user you don't even need to wait for the admins. Follow the instructions in the OP for using a custom sheet, but use the html and css from here:&nbsp; <a href="https://github.com/mlenser/roll20-character-sheets" rel="nofollow">https://github.com/mlenser/roll20-character-sheets</a>... You can then do the process that TheWebCoder suggested. It doesn't take very long - especially as a pro. You can also use the shaped companion to set default settings on a sheet and add token actions easily. Vanakoji, That CSS looks up to date. I should add it to my readme as well. The text cannot be highlighted due to some roll20 css. I will add some css to fix this.
Kryx said: The text cannot be highlighted due to some roll20 css. I will add some css to fix this. If it can't be made clickable, I'd change it to something easier to type and remember, like this custom one I did with bitly:&nbsp; <a href="http://bit.ly/shapedsheetDocumentation" rel="nofollow">http://bit.ly/shapedsheetDocumentation</a>
I'm having an issue with spell slots for monsters imported via the compendium showing too many spell slots. an Acolyte should have 3 1st level slots, but the sheet is showing them with 5. The editable field shows 3, but an additional 2 are being added on from somewhere. this isn't a huge issue since I can just reduce the editable field but it would be nice to not to have to do.
Michael E. said: I'm having an issue with spell slots for monsters imported via the compendium showing too many spell slots. an Acolyte should have 3 1st level slots, but the sheet is showing them with 5. The editable field shows 3, but an additional 2 are being added on from somewhere. this isn't a huge issue since I can just reduce the editable field but it would be nice to not to have to do. On import, the sheet looks at the spell casting trait and adds spellslots of a 1st level caster which is 2. It also looks at it having 3 slots and adds 3 as a bonus given a total of 5. I believe this has been fixed and will be in the next public release but that is what is happening at the moment. Those 3 spell slots are "bonus" slots and 2 come as if they were a 1st level caster as per normal spell slots table.
Vanakoji said: Michael E. said: I'm having an issue with spell slots for monsters imported via the compendium showing too many spell slots. an Acolyte should have 3 1st level slots, but the sheet is showing them with 5. The editable field shows 3, but an additional 2 are being added on from somewhere. this isn't a huge issue since I can just reduce the editable field but it would be nice to not to have to do. On import, the sheet looks at the spell casting trait and adds spellslots of a 1st level caster which is 2. It also looks at it having 3 slots and adds 3 as a bonus given a total of 5. I believe this has been fixed and will be in the next public release but that is what is happening at the moment. Those 3 spell slots are "bonus" slots and 2 come as if they were a 1st level caster as per normal spell slots table. Thanks for the reply. I'll sort it out manually for now and hopefully as you say it will get fixed in the next release :)
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Kryx
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Ya, it is fixed in the latest version.
The character sheets in game still show version 2.4.13. I know that it takes some time for Roll20 to push the latest version out to the users (and as a non-Pro, I can't do it myself). Any idea when the new sheet will come out?
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Kryx
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Hi Joe, you can always see the progress of a pull request on roll20's github repo:&nbsp; <a href="https://github.com/Roll20/roll20-character-sheets/" rel="nofollow">https://github.com/Roll20/roll20-character-sheets/</a>... As you can see I pushed Shaped to them 2 days ago, but likely missed this week's push. Meaning it will be next week. The latest version however doesn't have that many changes. Was there a specific issue you were hoping to be fixed?
Hey Kryx, thanks for showing where I can monitor the pull request. I think the issue I was having was fixed in 2.5.0. Specifically PC sheets not updating traits and actions properly. Was this also causing built in macros to not work properly? Because during our last session a lot of the built in action macros were rolling incorrectly (on monsters/NPCs) or not working at all on PCs. I haven't gone back in to identify exactly what was and was not working, but figured I'd certainly investigate more once the new sheet version dropped. Thanks!
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Kryx
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That doesn't sound like something that is fixed in 2.5.0. If you can be more specific I can look into it.
For example, the "Attacks" chat macro from the settings tab for the PC sheets does not have any actions associated with it. The "Traits" chat macro does pull up PC traits, but is not updating properly. Whenever a change is made it seems to lag behind by a single revision. For example, we had many examples of the "DELETE - Trait name" in the traits section. So those were deleted, but in order to get the deletions to be recognized by the sheet we have to add a trait (per your previous comment), so we added a trait "Test", causing the previous changes to be reflected in the macro , but now we have a Test trait shown, and no way to get it to be removed without added something else after deleting it... Incrementing character level down and back up again didn't cause the sheet to be repopulated. Also, it does not appear that PC attack macros %{PC1|repeating_weapons_melee_0_weapon} are registering at all for me any more. They simply are printed in the chat. It's kind of gotten to the point where I'm thinking I'm crazy because so much isn't working the way I expect it to.