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[5e Shaped] 7.3.9

1480888436

Edited 1480888623
Kryx
Pro
Sheet Author
API Scripter
Opt-in versioning is not something that roll20 supports, therefore I cannot support it. Even if I could I probably wouldn't as supporting multiple versions of a product is a nightmare. You can drag and drop spells to all of the spells sections, including the NPC spells section (as part of the latest release, not the currently live one on roll20. But since you're a pro you can use the very latest using the instructions in the OP). I'm not sure what issue you're encountering.
1480888556
Kryx
Pro
Sheet Author
API Scripter
7.7.3 (2016-12-04) Bug Fixes Death saving throw bubbles don't break to another line with bigger font sizes now Prepared and ritual for spells fixed as part of&nbsp;<a href="https://bitbucket.org/mlenser/5eshaped/issues/27/new-prepared-and-ritual-boxes-are-buggy" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/27/new-prepared-and-ritual-boxes-are-buggy</a>
1480902275

Edited 1480902488
So far with 7.7.2. some attacks seem to not roll the attack roll even though the attack was selected. unchecking and rechecking fixes it. (can't seem to reproduce reliably) the width of the sheet does not update when popped out. Works fine not popped in. ( Issue 32 )
Did some testing and added the things I noticed to the list. - Stunning strike and Clerics turn undead has the same issue added a comment to the issue&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/</a>... - Global spell save, attack, and damage bonus to not trigger on a spell until a update is caused and never updates the spell save DC and attack found in the spell section&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/33/g" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/33/g</a>... - Class features being filled in if an old class is removed/changed. Commented that is seems changing class from on to another or removing it does not set the relevant level and stays what it was.&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/34/i" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/34/i</a>... - Druidic is not filled in nor does a cleric get any auto reference to their destroy undead.&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/35/d" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/35/d</a>... For anyone that want the single roll init while using roll2 option while still following the inti option set on settings, I just did a edit on the macro for init and set it as a token action as DM for everyone or a character token action as a player. This just removed the second option and otherwise works as init does. @{selected|initiative_output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{selected|character_name}}} @{selected|show_character_name} {{title=^{INITIATIVE}}} {{roll1=[[@{selected|initiative_roll} + @{selected|initiative_to_tracker} + @{selected|initiative_tie_breaker}]]}} @{selected|attacher_initiative}
Nice work on the sheet so far indeed! =) Love that you added the Content to spells, saved so much spam lol I have one question though, is it possible to make only the Skill checks and Saving throws to be whispered to the GM? So far i only see options for whole sheet or Death Saves and Hit Dice, maybe im just missing something =P
1480953525
Kryx
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Sheet Author
API Scripter
Calle M. said: Love that you added the Content to spells, saved so much spam lol That has been there for quite a long time. Like... since the beginning of the redesign. :P Calle M. said: I have one question though, is it possible to make only the Skill checks and Saving throws to be whispered to the GM? If you want such a feature please add it to the issue tracker. I'm not sure how much I want to fragment the output options, but I'll think about it.
1480953729

Edited 1480964770
Kryx
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API Scripter
Vanakoji said: For anyone that want the single roll init while using roll2 option while still following the inti option set on settings, I just did a edit on the macro for init and set it as a token action as DM for everyone or a character token action as a player. This just removed the second option and otherwise works as init does. I reverted the change so this is unnecessary. Beyond that I'd really recommend against doing custom macros to duplicate exisiting macros. Those existing macros will possibly change (for example when I redo how adv/dis works). I make no guarantees that custom macros will continue to function and will provide absolutely no support for such macros.
Kryx said: Calle M. said: Love that you added the Content to spells, saved so much spam lol That has been there for quite a long time. Like... since the beginning of the redesign. :P Calle M. said: I have one question though, is it possible to make only the Skill checks and Saving throws to be whispered to the GM? If you want such a feature please add it to the issue tracker. I'm not sure how much I want to fragment the output options, but I'll think about it. Oh it has? Well I can be blind as a bat sometimes =P The hiding the Skill output is just to hinder some meta gaming my players tend to do. But I'll add it to the tracker later tonight. Thanks.
1480964965
Kryx
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API Scripter
BP said: So far with 7.7.2. some attacks seem to not roll the attack roll even though the attack was selected. unchecking and rechecking fixes it. (can't seem to reproduce reliably) I reverted the attack change regarding changes around "roll_info". Everything should've updated via the script checking. The following sections are checked: 'repeating_attack', 'repeating_trait', 'repeating_action', 'repeating_reaction', 'repeating_legendaryaction', 'repeating_lairaction', 'repeating_regionaleffect', spells and psionics 0-9. Which area did you experience things not converting? Without more to go on it's difficult for me to debug. It's likely this will change again in the future FYI so if the upgrade isn't working I'd want to know.
1480965356

Edited 1480967434
Kryx
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API Scripter
7.7.4 (2016-12-05) Bug Fixes Reach from the weapon properties no longer overrides a custom reach. See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/30/f" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/30/f</a>... Fix "If a wrong class was selected and added an feature, it will always re-fill on level up.". See <a href="https://bitbucket.org/mlenser/5eshaped/issues/34/i" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/34/i</a>... Rests were showing in edit mode. This has been fixed to only show when the toggle is checked. Added Druidic to class features. See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/35/d" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/35/d</a>... Prepared toggles are now correctly hidden when "prepared matters" isn't toggled. They are also red now. See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/36/p" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/36/p</a>...
Is it possible to get the spells tab back for PCs? It gets annoying as a spellcaster having to scroll through like 30+ spells to edit equipment when everything is now on the core page? I like the layout and the way the spells is integrated for quick casting them on the core page. I would just like to propose having a second tab when editing them.
1480966035
Kryx
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API Scripter
The spells tab is a toggleable option on the settings page.
1480972934
Kryx
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API Scripter
7.7.4 was merged and will likely be released today or tomorrow.
1480979223
Kryx
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API Scripter
Calle M. said: The hiding the Skill output is just to hinder some meta gaming my players tend to do. But I'll add it to the tracker later tonight. Thanks. The player who rolled it would still see the output. I presume that matters to you.
1480980717

Edited 1480980743
Kryx said: Calle M. said: The hiding the Skill output is just to hinder some meta gaming my players tend to do. But I'll add it to the tracker later tonight. Thanks. The player who rolled it would still see the output. I presume that matters to you. Yes. That would ruin the point. I was hoping for something like, He could see that he rolled, but only the GM could see the actual numbers. Thanks anyway though. I'll enfore the no meta in some other way. =)
1480981013
Kryx
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API Scripter
Ya, such a system doesn't exist in Roll20, sorry!
Yes. That would ruin the point. I was hoping for something like, He could see that he rolled, but only the GM could see the actual numbers. Thanks anyway though. I'll enfore the no meta in some other way. =) You could always try and use the hide ability checks and saving throw settings. You would need to set up custom css for it with the how found in the documentation. The problem with that is that a player could use the custom css as well so there is still some level of trust needed for that.
1480981281
Kryx
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API Scripter
Vanakoji said: You could always try and use the hide ability checks and saving throw settings. You would need to set up custom css for it with the how found in the documentation. The problem with that is that a player could use the custom css as well so there is still some level of trust needed for that. Ya, this setup works well for me. I only use it for NPCs to hide saving throws DCs and success and failure results while showing the clickable save, but it works nicely.
Im just annoyed by the "PC1 checks door for traps rolls a 4" -You cant seem to find any traps! "You, pc3 come check this door" and such. Would be more fun if they only had what i said to go after. =P
1480982039
Kryx
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API Scripter
Personally I'd limit it to one or maybe two tries if you're feeling generous. If you let them all try or have no failure conditions then the obstacle might as well not exist. There have been several threads about this topic. Even one today:&nbsp;<a href="http://www.giantitp.com/forums/showthread.php?508047-Quick-Fix-for-Everyone-Rolling-on-Skill-Checks" rel="nofollow">http://www.giantitp.com/forums/showthread.php?508047-Quick-Fix-for-Everyone-Rolling-on-Skill-Checks</a>
Kryx said: Personally I'd limit it to one or maybe two tries if you're feeling generous. If you let them all try or have no failure conditions then the obstacle might as well not exist. There have been several threads about this topic. Even one today:&nbsp; <a href="http://www.giantitp.com/forums/showthread.php?508047-Quick-Fix-for-Everyone-Rolling-on-Skill-Checks" rel="nofollow">http://www.giantitp.com/forums/showthread.php?508047-Quick-Fix-for-Everyone-Rolling-on-Skill-Checks</a> Thanks man, I'll read through that! =)
Calle M. said: Im just annoyed by the "PC1 checks door for traps rolls a 4" -You cant seem to find any traps! "You, pc3 come check this door" and such. Would be more fun if they only had what i said to go after. =P I can understand the problem, but there is also the consideration of how this would work on a real table top. (I realize that Roll20 gives us more options) In "real life" they would see their rolls, for many players that is a large part of the fun. &nbsp;Hopefully there is a solution that can preserve that element for your players.
I realize this might be a stupid question, but I've only just gotten back into Roll20, and this was my preferred sheet before. That being said, though, I can't, for the life of me, figure out how to cast a spell at a higher level. Am I missing something?
1481038996

Edited 1481039006
Orta
Sheet Author
Translator
When you drag a spell from the Compendium (or if you have configured it manually correctly), and if your Characters has the possibility to cast the spell at a higher level, it should prompt you with a query to select the level of cast for the spell. You can verify your spell configuration going into Edit mode and looking at the details of the spell. The tick box "Higher level" should be selected and some dice value input there. Try creating a new character lvl 5 wizard, and dragging the Burning Hands spell from the Compendium to its sheet to test.
Malkuthe H. said: I realize this might be a stupid question, but I've only just gotten back into Roll20, and this was my preferred sheet before. That being said, though, I can't, for the life of me, figure out how to cast a spell at a higher level. Am I missing something? You must also have at least one spell slot of the higher level in question.
1481042776

Edited 1481043167
Orta said: When you drag a spell from the Compendium (or if you have configured it manually correctly), and if your Characters has the possibility to cast the spell at a higher level, it should prompt you with a query to select the level of cast for the spell. You can verify your spell configuration going into Edit mode and looking at the details of the spell. The tick box "Higher level" should be selected and some dice value input there. Try creating a new character lvl 5 wizard, and dragging the Burning Hands spell from the Compendium to its sheet to test. TheWebCoder said: You must also have at least one spell slot of the higher level in question. I did as you suggested, and I do have at least one spell slot of the higher level. I was not aware that there was supposed to be a query. Casting 'Burning Hands' did not bring one up. EDIT: I figured it out. Even if the sheet is configured such that "prepared matters" is not ticked, unless the spell is marked as "prepared" the query won't come up.
1481044021
Kryx
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API Scripter
Malkuthe H. said: I did as you suggested, and I do have at least one spell slot of the higher level. I was not aware that there was supposed to be a query. Casting 'Burning Hands' did not bring one up. Uncheck and recheck higher level and what is suggested above works. Not sure why it looks checked, but isn't parsing correctly. I've opened&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/44/h" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/44/h</a>... to deal with that bug. Though I have been wondering if toggles for attack, damage, second damage, saves, etc should be removed all together. It's tricky to make the macro output correctly and that's why the toggles exist, but if I could make that work as expected without the toggles, would it be better? There are several reports of the toggles being buggy and needing to be retoggled dating back quite a bit of time.
I greatly enjoy using the Roll2 option for my campaigns as it is an easy way to determine adv / disadv rather than editting the sheet parameters for each roll, however the sheets just updated to 7.7.4 and the roll2 option is causing the initiative roll to roll twice which it never did before and as a result the tracker always displays the second roll. Is there a fix for this?
1481056203
Kryx
Pro
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API Scripter
Roll2 isn't being removed - no need to press its importance. The current behavior was meant to be reverted to the previous behavior. See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/20/r" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/20/r</a>... Since you're a Pro member you can follow the instructions in the OP. For those who aren't Pro you could put the following temporary workaround as an Ability on the character sheet: @{initiative_output_option} &{template:5e-shaped} {{ability=1}} {{character_name=@{character_name}}} @{show_character_name} {{title=^{INITIATIVE}}} {{roll1=[[@{initiative_roll} + @{initiative_to_tracker} + @{initiative_tie_breaker}]]}} @{roll_info} @{attacher_initiative}
1481056428

Edited 1481056622
Kryx
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7.7.5 (2016-12-06) Bug Fixes Jack of all trades, remarkable athlets, halfling luck, query for heal replaced with new pseudo-buttons. See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/42/b" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/42/b</a>... Custom classes now update "class_and_level". See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/43/c" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/43/c</a>... Settings tab cog is slightly smaller, so are all the cog toggle buttons. Initiative fully reverted for roll2. See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/20/r" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/20/r</a>... Russian translations updated
Thank you Kryx.....updated my sheet to 7.7.5 -- GM'ing a game tonight and will let you know if we find anything but great work on the recent updates!!!
Noticed one issue with drag and drop attack spells after a session, added&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/46/d" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/46/d</a>...
New sheet has some really sweet refinements. Here's an example for those who'd like to see: <a href="http://screencast.com/t/fjqqK7pW22h" rel="nofollow">http://screencast.com/t/fjqqK7pW22h</a> @Kryx, do you think we'll have freetext for armor & shields eventually?
1481151744
Kryx
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Well there is this issue:&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/39/a" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/39/a</a>... Probably within a version or two I can make it work as equipment does.
1481239721
Kryx
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7.8.0 (2016-12-09 Features Moved Rests to the right of death saves for PCs and below speed for NPCs Added an Expand/Contract toggle. For PCs this collapses the left and right column on the core page. For NPCs this collapses the left column. This will allow for an expanded area for equipment, armor, spells, etc. This should alleviate the raised concerns of a "small area". The sheet wraps the boxes accordingly with the results looking as below: PC: NPC: Bug Fixes Fixed layout of import buttons. See&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/48/i" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/48/i</a>... Moved a lot of files around, so please let me know if anything is broken, though everything seems ok to me For translators: I've added some translations
Kryx as usual fantastic work. One thing that has always bothered me as a DM a bit is how long it takes for people to find their skills. Could you perhaps make it possible to choose them to be ordered attribute over alphabetical ?
Simon O. said: Kryx as usual fantastic work. One thing that has always bothered me as a DM a bit is how long it takes for people to find their skills. Could you perhaps make it possible to choose them to be ordered attribute over alphabetical ? At the moment, you can always rearrange them manually to get the same effect. Enter edit mode a click modify in the skills section, then click and drag the three bars on the left to rearrange the skills as desired. This will allow them to be by stat on the sheet itself.
1481272569

Edited 1481272589
Jakob
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Got to use the new NPC 'inline' spells for the first time now. They're REALLY great value when you're running things from the character sheet (which I sometimes do). The 'expand' button looks like it could be useful if you want to save screen space.
Added a few issues found while testing to the list. Looking over the sheet though, the new expand/contract option seemed very odd at first reading it here, but after 1 min with it on the sheet I can say it feels like such a amazing addition. The extra space for inventory and being able to have 3 column layout for spells in edit mode is great. While I still prefer having the spell tab, and I still toggle spell filters to hide them in edit mode, I can at least see editing spells on core being reasonable now and love this addition.
1481292501

Edited 1481292952
Kryx
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Spells can be 3 columns in both edit and presentation (if uncondensed). Overall it should provide nearly the same experience as the spells tab does. Vanakoji said: While I still prefer having the spell tab, and I still toggle spell filters to hide them in edit mode, I can at least see editing spells on core being reasonable now and love this addition. Nice to hear that it is working well. :) I'll have to test the current cost of having spells in 3 places, but I expect removing spells from 1 of those places (spells tab) could definitely make the sheet quicker. If the speed is significantly different then the spells tab will be removed in favor of the expand option. But we'll see.
1481292882

Edited 1481304057
Kryx
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Jakob said: Got to use the new NPC 'inline' spells for the first time now. They're REALLY great value when you're running things from the character sheet (which I sometimes do) Ya, NPC inline spells are rather convienient. I'm glad Robert poked me into improving that area. Glad you like it! Simon O. said: Could you perhaps make it possible to choose them to be ordered attribute over alphabetical ? This is likely to never happen on this sheet for a few reasons: Skills are a repeating section and the only way to do it would be to have a repeating section for each attribute. Toggling between that and a 1 repeating section for all skills isn't so difficult, but requires work. Skills aren't bound to one attribute. As per the PHB skills can use other attributes. While most everyone will use the default, ordering them by attribute would make it a bit strange when you change the attribute. Though it could jump to another repeating section like spells do. Providing an alternate view of the core page would make it more difficult to maintain. It would be quite a bit of work to make such a configuration work so the most likely result is that I'll never do it.
1481299713

Edited 1481299789
Vanakoji
KS Backer
Noticed one more issue while testing spells with spell save DC, and added it&nbsp; <a href="https://bitbucket.org/mlenser/5eshaped/issues/52/s" rel="nofollow">https://bitbucket.org/mlenser/5eshaped/issues/52/s</a>... For spells, I ran a test on 40 spells entered to see how performance was and at that point, it was obviously slower than a fresh sheet but a new spell being added took ~2 sec and refreshing and opening the sheet took ~2.6 sec, even changing the casting stat for spells save DC updated all 40 saves in ~3sec. The sheet is doing pretty well on some initial tests of performance though as much as I love the spell tab, can understand if it needs to go if it makes it much faster and at least the new expand can pretty much duplicate the spell tab as needed. Seems everytime I look this sheet gets better though and the work you put it definitely&nbsp;shows.
Wow Kryx, I know my players will love expand / contract option. Thanks!
absolutely fine, thanks for the reply
1481324058
Kryx
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Version 7.8.1