Why does the 3D dice not roll in the power card macros?
Silvyre said:
Enjoying the miscellaneous upgrades I'm discovering!
I noticed this, though:
Sky said:
Yeah, I did. The font and stuff you can change as normal in the script settings.
!power {{ --!| [[ [$R] 10d6>5cs>5kh2 ]] --This| [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base]... --Looks almost like this| [^R.base] [^R.ss] [^R.ones] [^R] [^R.base] [^R.ss] [^R.ones] [^R]... }}
!power --!|[[ [$R] d1<0 ]] --!!|[^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base]... // 1 0 1 0 1 0 1 0 1... !power --!|[[ [$R] d1<0 ]] --!!|[^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones]... // 1 0 1 0 1 0 1 0 1... !power --!|[[ [$R] d1<0 ]] --!!|[^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss]... // 0 1 0 0 1 0 0 1 0...
TypeError: Cannot read property 'icon' of undefined TypeError: Cannot read property 'icon' of undefined at statusSymbol (apiscript.js:3114:50) at RegExp.[Symbol.replace] (native) at String.replace (native) at formatter (apiscript.js:3155:18) at doInlineFormatting (apiscript.js:3189:11) at apiscript.js:2773:23 at Array.forEach (native) at apiscript.js:2771:14 at checkFinishedOps (eval at <anonymous> (/home/node/d20-api-server/api.js:150:1), <anonymous>:751:7) at eval (eval at <anonymous> (/home/node/d20-api-server/api.js:150:1), <anonymous>:831:8)
--Paralyzed|[+Paralyzed] or --Paralyzed|[+aura]I am saving the handout before testing.
o_0Silvyre said:
Stumbled upon some buggy weirdness with multiple [^ID.base], [^ID.ss] and [^ID.ones]:!power {{ --!| [[ [$R] 10d6>5cs>5kh2 ]] --This| [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base]... --Looks almost like this| [^R.base] [^R.ss] [^R.ones] [^R] [^R.base] [^R.ss] [^R.ones] [^R]... }}!power --!|[[ [$R] d1<0 ]] --!!|[^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base]... // 1 0 1 0 1 0 1 0 1... !power --!|[[ [$R] d1<0 ]] --!!|[^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones]... // 1 0 1 0 1 0 1 0 1... !power --!|[[ [$R] d1<0 ]] --!!|[^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss]... // 0 1 0 0 1 0 0 1 0...
You can also add --titlefontshadow|none to your powercard macros or format|default to remove the text outline. Or you could define your own text shadow as per the CSS/HTML guidelines for text shadows here >> https://www.w3schools.com/cssref/css3_pr_text-shadow.aspCraven . said:
Sky did you make changes to the default fonts and text? The text has a black outline and the color seem to have a fade now.
Before
After update:
Sky said:
o_0Silvyre said:
Stumbled upon some buggy weirdness with multiple [^ID.base], [^ID.ss] and [^ID.ones]:!power {{ --!| [[ [$R] 10d6>5cs>5kh2 ]] --This| [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base]... --Looks almost like this| [^R.base] [^R.ss] [^R.ones] [^R] [^R.base] [^R.ss] [^R.ones] [^R]... }}!power --!|[[ [$R] d1<0 ]] --!!|[^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base] [^R.base]... // 1 0 1 0 1 0 1 0 1... !power --!|[[ [$R] d1<0 ]] --!!|[^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones] [^R.ones]... // 1 0 1 0 1 0 1 0 1... !power --!|[[ [$R] d1<0 ]] --!!|[^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss] [^R.ss]... // 0 1 0 0 1 0 0 1 0...
That's gonna be fun to track down.
Sky said:
What are you putting into the handout? For example, this is the format for handout status effect definitions:
dazed|half-haze|The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
!power --Dazed:|[+dazed]
Sky said:
April 10th, 2017 ~ 7:40 am eastern
- Version: 3.4.3a - Guilty Spark
- Link: https://gist.github.com/Sky-Captain-13/452330a3d9...
- Bugfix: Re-wrote logic for searching and replacing RollID's and the different options when multiple instances were used in the same line, such as [^R.base] [^R.ones] [^R.total]
- Update: --titlefontshadow| can be used to add shadows or colored outlines around the name of the powercard using the CSS text-shadow properties. This defaults to either a black outline or white outline based on player color and can be removed using --titlefontshadow|none
- Update: --titlebackground| can possibly be used to add images (untested), using the css background properties. It defaults to a linear gradient from white to transparent which can be removed with --titlebackground|none. Adding an image this way to the top of the powercard is entirely untested and not supported. I only added it to fade the color from light to dark.
!power {{ --Roll|[[ [$R] {1} ]] --!|[Should equal 2...](! [[ [^R] + [^R] ]]) }}I have workarounds up my sleeve, of course, but I would greatly appreciate if [^R]'s (and maybe [^R.ss]'s) reg exps could function as well as [^R.ones]'s does now.
!power {{ --corners|10 --format|GM --name|**Condition Symbols** --leftsub| **Meaning of the Symbols.** --Blessed|[+Bless] --Blind|[+Blind] --Charmed|[+Charmed] --Deafened|[+Deaf] --Frightened|[+Afraid], **1-Rage**, --Grappled|[+Grap] --Invisible|[+Invis] --Paralyzed|[+Paralyzed], **1-Petrified**, --Poisoned|[+Poison] --Prone|[+Prone] --Restrained|[+Restrained] --Stunned|[+Stunned], **1-Unconscoius**, }}
Bless|angel-outfit Rage|screaming Blind|bleeding-eye Charmed|chained-heart Dead|dead Afraid|screaming Deaf|interdiction Grap|grab Invis|ninja-mask Paralyzed|aura Petrified|aura Poison|skull Prone|back-pain Restrained|fishing-net Stunned|sleepy Unconscious|sleepy
Hrm, they should all work. The only regex is to find the [^?] information and then it just loops through each one. I will futz around again with it and see why it is not doing [^R] multiples properly.Silvyre said:
Nice updates!
Looks like you nailed down the [^R.ones]! My main issue at the moment is with plain old [^R], which is not quite whipped into shape yet.
I typically pass more than one [^ID] to a single Command Buttons (which unfortunately cannot be spread out across multiple tags), e.g.!power {{ --Roll|[[ [$R] {1} ]] --!|[Should equal 2...](! [[ [^R] + [^R] ]]) }}I have workarounds up my sleeve, of course, but I would greatly appreciate if [^R]'s (and maybe [^R.ss]'s) reg exps could function as well as [^R.ones]'s does now.
My macros and I thank you for all of your efforts!!
Craven . said:
Here is what I am trying to do. I have set symbols as in the chart below. Some of the symbols I use twice as in the example Frightened and Rage.
Rage has the little 1 and Frightened doesn't.
Is there a way I can add the one to the command --Fightened|[+Afraid] ? So it show like in the first picture.
The Macro I use to set the 1 is from Token Mod !token-mod --set statusmarkers|screaming:1
Powercard Macro to show the list.!power {{ --corners|10 --format|GM --name|**Condition Symbols** --leftsub| **Meaning of the Symbols.** --Blessed|[+Bless] --Blind|[+Blind] --Charmed|[+Charmed] --Deafened|[+Deaf] --Frightened|[+Afraid], **1-Rage**, --Grappled|[+Grap] --Invisible|[+Invis] --Paralyzed|[+Paralyzed], **1-Petrified**, --Poisoned|[+Poison] --Prone|[+Prone] --Restrained|[+Restrained] --Stunned|[+Stunned], **1-Unconscoius**, }}
This is what the handout looks like for the PowerCard Status ListBless|angel-outfit Rage|screaming Blind|bleeding-eye Charmed|chained-heart Dead|dead Afraid|screaming Deaf|interdiction Grap|grab Invis|ninja-mask Paralyzed|aura Petrified|aura Poison|skull Prone|back-pain Restrained|fishing-net Stunned|sleepy Unconscious|sleepy
_.each(RollIDs, function(r) { rCount++; rID = r.split(".")[0].split("[^")[1].replace("]", ""); rOpt = (r.split(".")[1] !== undefined) ? r.split(".")[1].replace("]", "") : "total"; if (Rolls["$" + rID]) { switch (rOpt) { case "base": content = content.replace(r, Rolls["$" + rID].base); case "total": content = content.replace(r, Rolls["$" + rID].total); case "ss": content = content.replace(r, Rolls["$" + rID].successes); case "ones": content = content.replace(r, Rolls["$" + rID].ones); default: } } else { content = content.replace(r, " > ROLL ID NOT FOUND < "); } });
Hrs of work lol what do you need to know? You will need the power card API and Token-mod API. Both are awesome API's. IF we can get the 3D dice to work and add the little numbers on the symbols to the ones I use more then once it will be perfect.Jerry F. said:
Craven . said:
Here is what I am trying to do. I have set symbols as in the chart below. Some of the symbols I use twice as in the example Frightened and Rage.
Rage has the little 1 and Frightened doesn't.
Is there a way I can add the one to the command --Fightened|[+Afraid] ? So it show like in the first picture.
The Macro I use to set the 1 is from Token Mod !token-mod --set statusmarkers|screaming:1
Powercard Macro to show the list.!power {{ --corners|10 --format|GM --name|**Condition Symbols** --leftsub| **Meaning of the Symbols.** --Blessed|[+Bless] --Blind|[+Blind] --Charmed|[+Charmed] --Deafened|[+Deaf] --Frightened|[+Afraid], **1-Rage**, --Grappled|[+Grap] --Invisible|[+Invis] --Paralyzed|[+Paralyzed], **1-Petrified**, --Poisoned|[+Poison] --Prone|[+Prone] --Restrained|[+Restrained] --Stunned|[+Stunned], **1-Unconscoius**, }}
This is what the handout looks like for the PowerCard Status ListBless|angel-outfit Rage|screaming Blind|bleeding-eye Charmed|chained-heart Dead|dead Afraid|screaming Deaf|interdiction Grap|grab Invis|ninja-mask Paralyzed|aura Petrified|aura Poison|skull Prone|back-pain Restrained|fishing-net Stunned|sleepy Unconscious|sleepy
This looks interesting, how do you set something like this up?
!power {{ --whisper|all --corners|10 --format|GM --name|Token Mod Lighting --leftsub|Set light sources --rightsub|Set Vision --Blind|~R [Set](! #ConditionBlindSet) [Remove](! #ConditionBlindRemove) ~R --Charmed|~R [Set](! #ConditionCharmedSet) [Remove](! #ConditionCharmedRemove) ~R --Deafened|~R [Set](! #ConditionDeafSet) [Remove](! #ConditionDeafRemove) ~R --Frightened|~R [Set](! #ConditionFrightenedSet) [Remove](! #ConditionFrightenedRemove) ~R --Grappled|~R [Set](! #ConditionGrappledSet) [Remove](! #ConditionGrappledRemove) ~R --Invisibility|~R [Set](! #ConditionInvisibilitySet) [Remove](! #ConditionInvisibilityRemove) ~R --Paralyzed|~R [Set](! #ConditionParalyzedSet) [Remove](! #ConditionParalyzedRemove) ~R --Petrified|~R [Set](! #ConditionPetrifiedSet) [Remove](! #ConditionPetrifiedRemove) ~R --Poisoned|~R [Set](! #ConditionPoisonedSet) [Remove](! #ConditionPoisonRemove) ~R --Prone|~R [Set](! #ConditionProneSet) [Remove](! #ConditionProneRemove) ~R --Restrained|~R [Set](! #ConditionRestrainedSet) [Remove](! #ConditionRestrainedRemove) ~R --Stunned|~R [Set](! #ConditionStunnedSet) [Remove](! #ConditionStunnedRemove) ~R --Unconscious|~R [Set](! #ConditionUnconsciousSet) [Remove](! #ConditionUnconsciousRemove) ~R --Darkvision|~R [Set](! #Darkvision) ~R --Blind Sight|~R [Set](! #BlindSight) }} ~R
Stunned !token-mod {{ --set statusmarkers|sleepy }} !power {{ --corners|10 --format|Conditions --name|Condition --leftsub|@{Selected|character_name} --rightsub|You are Stunned --Stunned|[+Stunned] • A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. }} Removed !token-mod {{ --set statusmarkers|-sleepy }} !power {{ --corners|10 --format|Conditions --name|Condition --leftsub|@{Selected|character_name} --rightsub|Removed! --Stunned|[+Stunned] • You shake your head. You are no longer stunned. }}This took a lot of work but was loads of fun.
Sky said:
April 11th, 2017 ~ 9:20 am eastern
- Version: 3.4.4
- Link: https://gist.github.com/Sky-Captain-13/452330a3d9...
- Bugfix: Fixed Silvyre's bug with multiple [^RollIDs] in the same tag/content.
!power {{ --corners|10 --name|Impact --leftsub|Distance --rightsub|Dégâts Potentiels --Force de l'Impact :| [[?{Impact}]] --Marge d'Echec :| [[?{Marge}]] --?? ?{Impact} <= 9 AND ?{Marge} == -1 ?? Distance :| 1-3m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} == -2 ?? Distance :| 2-4m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} == -3 ?? Distance :| 3-6m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} == -4 ?? Distance :| 3-6m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} == -5 ?? Distance :| 5-10m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} == -6 ?? Distance :| 5-10m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} == -7 ?? Distance :| 7-15m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} == -8 ?? Distance :| 7-15m ^^ **Dégâts :** NA --?? ?{Impact} <= 9 AND ?{Marge} <= -9 ?? Distance :| 10-20m ^^ **Dégâts :** 5 * 10 pts de Dégâts --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -1 ?? Distance :| 5-10m ^^ **Dégâts :** NA --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -2 ?? Distance :| 7-15m ^^ **Dégâts :** NA --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -3 ?? Distance :| 10-20m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -4 ?? Distance :| 10-20m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -5 ?? Distance :| 15-25m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -6 ?? Distance :| 15-25m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -7 ?? Distance :| 20-35m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} == -8 ?? Distance :| 20-35m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 12 AND ?{Impact} >= 10 AND ?{Marge} <= -9 ?? Distance :| 30-50m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -1 ?? Distance :| 10-15m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -2 ?? Distance :| 15-30m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -3 ?? Distance :| 30-50m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -4 ?? Distance :| 13-20m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -5 ?? Distance :| 15-25m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -6 ?? Distance :| 15-25m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -7 ?? Distance :| 20-35m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} == -8 ?? Distance :| 20-35m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 14 AND ?{Impact} >= 13 AND ?{Marge} <= -9 ?? Distance :| 20-50m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -1 ?? Distance :| 15-30m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -2 ?? Distance :| 30-50m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -3 ?? Distance :| 50-100m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -4 ?? Distance :| 50-100m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -5 ?? Distance :| 100-200m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -6 ?? Distance :| 100-200m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -7 ?? Distance :| 200-500m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} == -8 ?? Distance :| 200-500m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 16 AND ?{Impact} >= 15 AND ?{Marge} <= -9 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -1 ?? Distance :| 30-50m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -2 ?? Distance :| 50-150m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -3 ?? Distance :| 150-500m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -4 ?? Distance :| 150-500m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -5 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -6 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -7 ?? Distance :| 1-5Km ^^ **Dégâts :** 100-250 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} == -8 ?? Distance :| 1-5Km ^^ **Dégâts :** 100-250 pts de Dégâts --?? ?{Impact} <= 18 AND ?{Impact} >= 17 AND ?{Marge} <= -9 ?? Distance :| 5-25Km ^^ **Dégâts :** 100-250 pts de Dégâts --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -1 ?? Distance :| 50-100m ^^ **Dégâts :** 50-100 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -2 ?? Distance :| 100-500m ^^ **Dégâts :** 50-100 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -3 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -4 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -5 ?? Distance :| 1-5Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -6 ?? Distance :| 1-5Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -7 ?? Distance :| 5-25Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} == -8 ?? Distance :| 5-25Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** --?? ?{Impact} <= 20 AND ?{Impact} >= 19 AND ?{Marge} <= -9 ?? Distance :| 25+ Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** }}
Phoxounet said:
For impact values equal to 17 and beyond, the conditional appears to stop working and I can't see why ><
!power {{ --corners|10 --name|Impact --leftsub|Distance --rightsub|Dégâts Potentiels --Force de l'Impact :| [! ?{Impact|1-9|10-12|13-14|15-16|17-18|19-20} !] --Marge d'Echec :| [! ?{Marge|-1|-2|-3/-4|-5/-6|-7/-8|-9} !] --?? ?{Impact} == 1-9 AND ?{Marge} == -1 ?? Distance :| 1-3m ^^ **Dégâts :** NA --?? ?{Impact} == 1-9 AND ?{Marge} == -2 ?? Distance :| 2-4m ^^ **Dégâts :** NA --?? ?{Impact} == 1-9 AND ?{Marge} == -3/-4 ?? Distance :| 3-6m ^^ **Dégâts :** NA --?? ?{Impact} == 1-9 AND ?{Marge} == -5/-6 ?? Distance :| 5-10m ^^ **Dégâts :** NA --?? ?{Impact} == 1-9 AND ?{Marge} == -7/-8 ?? Distance :| 7-15m ^^ **Dégâts :** NA --?? ?{Impact} == 1-9 AND ?{Marge} == -9 ?? Distance :| 10-20m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 10-12 AND ?{Marge} == -1 ?? Distance :| 5-10m ^^ **Dégâts :** NA --?? ?{Impact} == 10-12 AND ?{Marge} == -2 ?? Distance :| 7-15m ^^ **Dégâts :** NA --?? ?{Impact} == 10-12 AND ?{Marge} == -3/-4 ?? Distance :| 10-20m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 10-12 AND ?{Marge} == -5/-6 ?? Distance :| 15-25m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 10-12 AND ?{Marge} == -7/-8 ?? Distance :| 20-35m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 10-12 AND ?{Marge} == -9 ?? Distance :| 30-50m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 13-14 AND ?{Marge} == -1 ?? Distance :| 10-15m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 13-14 AND ?{Marge} == -2 ?? Distance :| 15-30m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 13-14 AND ?{Marge} == -3/-4 ?? Distance :| 30-50m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} == 13-14 AND ?{Marge} == -5/-6 ?? Distance :| 15-25m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} == 13-14 AND ?{Marge} == -7/-8 ?? Distance :| 20-35m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} == 13-14 AND ?{Marge} == -9 ?? Distance :| 20-50m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} == 15-16 AND ?{Marge} == -1 ?? Distance :| 15-30m ^^ **Dégâts :** 5-10 pts de Dégâts --?? ?{Impact} == 15-16 AND ?{Marge} == -2 ?? Distance :| 30-50m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} == 15-16 AND ?{Marge} == -3/-4 ?? Distance :| 50-100m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} == 15-16 AND ?{Marge} == -5/-6 ?? Distance :| 100-200m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} == 15-16 AND ?{Marge} == -7/-8 ?? Distance :| 200-500m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} == 15-16 AND ?{Marge} == -9 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} == 17-18 AND ?{Marge} == -1 ?? Distance :| 30-50m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} == 17-18 AND ?{Marge} == -2 ?? Distance :| 50-150m ^^ **Dégâts :** 10-50 pts de Dégâts --?? ?{Impact} == 17-18 AND ?{Marge} == -3/-4 ?? Distance :| 150-500m ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} == 17-18 AND ?{Marge} == -5/-6 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts --?? ?{Impact} == 17-18 AND ?{Marge} == -7/-8 ?? Distance :| 1-5Km ^^ **Dégâts :** 100-250 pts de Dégâts --?? ?{Impact} == 17-18 AND ?{Marge} == -9 ?? Distance :| 5-25Km ^^ **Dégâts :** 100-250 pts de Dégâts --?? ?{Impact} == 19-20 AND ?{Marge} == -1 ?? Distance :| 50-100m ^^ **Dégâts :** 50-100 pts de Dégâts **(GM)** --?? ?{Impact} == 19-20 AND ?{Marge} == -2 ?? Distance :| 100-500m ^^ **Dégâts :** 50-100 pts de Dégâts **(GM)** --?? ?{Impact} == 19-20 AND ?{Marge} == -3/-4 ?? Distance :| 500m-1Km ^^ **Dégâts :** 50-100 pts de Dégâts **(GM)** --?? ?{Impact} == 19-20 AND ?{Marge} == -5/-6 ?? Distance :| 1-5Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** --?? ?{Impact} == 19-20 AND ?{Marge} == -7/-8 ?? Distance :| 5-25Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** --?? ?{Impact} == 19-20 AND ?{Marge} == -9 ?? Distance :| 25+ Km ^^ **Dégâts :** 100-250 pts de Dégâts **(GM)** }}
Sky said:
Because many of the features PowerCard offers are not compatible with how Roll20 interacts with messages sent from the API. I have not been able to find a way to make sendChat ({}, {use3d: true}) to work with PowerCards.
Craven . said:
Sky said:
Because many of the features PowerCard offers are not compatible with how Roll20 interacts with messages sent from the API. I have not been able to find a way to make sendChat ({}, {use3d: true}) to work with PowerCards.
Have you ask them for help maybe a Dev can look at it?
Sky said:
Craven . said:
Sky said:
Because many of the features PowerCard offers are not compatible with how Roll20 interacts with messages sent from the API. I have not been able to find a way to make sendChat ({}, {use3d: true}) to work with PowerCards.
Have you ask them for help maybe a Dev can look at it?
The scripting required to send PowerCards to chat window as a formatted display is not compatible with the sendChat 3dDice function. THere's no way to make it work as is... and you can see how long it takes for any suggestions to get implemented.
Sky said:
You may have to add @{selected|pb} instead if you're not using the powercard on a character sheet and running it from the collections tab.
Do you know of a way to check if a spell is prepared and display it in powercards.Sky said:
Oh yeah... the labels only work if you add 0d0 + 8 + PB + WisMod. So it would need to be...
[[ 0d0 + 8 + @{PB} [Prof. Bonus] + @{wisdom_mod} [Wis Mod] ]]
Craven . said:
Do you know of a way to check if a spell is prepared and display it in powercards.Sky said:
Oh yeah... the labels only work if you add 0d0 + 8 + PB + WisMod. So it would need to be...
[[ 0d0 + 8 + @{PB} [Prof. Bonus] + @{wisdom_mod} [Wis Mod] ]]
Sky said:
Craven . said:
Do you know of a way to check if a spell is prepared and display it in powercards.Sky said:
Oh yeah... the labels only work if you add 0d0 + 8 + PB + WisMod. So it would need to be...
[[ 0d0 + 8 + @{PB} [Prof. Bonus] + @{wisdom_mod} [Wis Mod] ]]
You can always right click on anything on a character sheet and inspect the html for attributes. Any attribute will start with attr_ and can be displayed with @{} stuff that way.
Craven . said:
Thanks I got it to work with @{selected|repeating_spell-1_$1_spellprepared} which returns a 0 for no and 1 for yes. is there a way to change to 0 and 1 to symbols? Like a check for 1 and small empty box for 0?
Silvyre said:
Craven . said:
Thanks I got it to work with @{selected|repeating_spell-1_$1_spellprepared} which returns a 0 for no and 1 for yes. is there a way to change to 0 and 1 to symbols? Like a check for 1 and small empty box for 0?
Can be done using an advanced technique. After creating the sel_prefix Attribute, create two additional Attributes (e.g. named prepsymbol-0 and prepsymbol-1) and add a symbol to the Current value of each. Then, use @{selected|sel_prefix}prepsymbol-@{selected|repeating_spell-1_$0_spellprepared}}