
Since you are not a Pro user you'll have to wait until I release the latest to github. I'm in a stabilization stage so it'll end up on github within the next few weeks.
Sorry, I'm a script/github noob - how/where would I do this? I also tried the /fx text in the "Freeform" field, and still nothing (I've confirmed that the /fx input works when pasted into chat).Kryx said:
FX just output code to the chat which the script then processes to show FX. Can you open an issue on my tracker with steps to reproduce on a new character? I can then determine what is wrong. It'll likely either be
- the format that you use
- my communication with lucian
- lucian using that communication to show the FX
I would expect the dexterity_mod to work. If it's not please open an issue so I can see why.Travis K. said:
Under the modifiers section I tried referencing an attribute instead of putting in a solid number. Is this not allowed?
I created a modifier where damage adds the proficiency bonus. I tried like you would with an attacher @{NAME|pb} or even proficiency_bonus but wouldn't work on works when I place a solid number.
Even tried with charisma_mod I know worked in an attacher and nothing.
The OP of this thread and the bottom left of the character sheet have links to the issue tracker. There you'll find instructions for how to format an issue.Jedd said:
Sorry, I'm a script/github noob - how/where would I do this? I also tried the /fx text in the "Freeform" field, and still nothing (I've confirmed that the /fx input works when pasted into chat).
Thanks!Kryx said:
The OP of this thread and the bottom left of the character sheet have links to the issue tracker. There you'll find instructions for how to format an issue.Jedd said:
Sorry, I'm a script/github noob - how/where would I do this? I also tried the /fx text in the "Freeform" field, and still nothing (I've confirmed that the /fx input works when pasted into chat).
Kryx said:
There is no such option for saving throws because one cannot exist technically. Players don't have access to enemy sheets so therefore cannot force a roll on the enemy sheet.
Neither option 1 or 2 is possible.
The sheet has no concept of a token. It cannot access the name from the sheet (where the macro lives) unless this macro is setup to only be used from a token action from via something like selected. In other words: not possible.
Sorry!
Kryx said:
Rolls are different.
Kryx said:
For a button to work in chat it has to have a roll in the sheet. For the saving throws for example each of those have a roll in the sheet.
You could get an enemy's saving throw calculation attribute, but you can't then pass that into into rolls from your sheet even if you tried to design a roll on your sheet to mimic the roll of another sheet.
@{target|output_option} &{template:5e-shaped} {{saving_throw=1}} {{character_name=@{target|character_name}}} @{target|show_character_name} {{title=^{DEXTERITY_SAVING_THROW}}} {{@{target|shaped_d20}=1}} @{target|dexterity_saving_throw_formula} @{target|hide_gm_info} @{target|attacher_dexterity_saving_throw}
There's also this if you ever want to find the Shaped threads / docs without hunting: https://wiki.roll20.net/Character_Sheet_Index#DJedd said:
Thanks!Kryx said:
The OP of this thread and the bottom left of the character sheet have links to the issue tracker. There you'll find instructions for how to format an issue.Jedd said:
Sorry, I'm a script/github noob - how/where would I do this? I also tried the /fx text in the "Freeform" field, and still nothing (I've confirmed that the /fx input works when pasted into chat).
Thorsten B. said:
@Cameron That's properly a question for the API thread. The API library has been discontinued, because of the difficulty of keeping script and sheet in sync.
You can get the sheet and API from github.
Current official API release is 10.0.1, and I've released an unofficial interim 11.0.0 to fix autoAmmo and offense/utility token actions on sheet 14.x (note that ammo itself still has an issue with 14.2.4, that'll be resolved very soon in a new sheet version). You can run 10.0.1 or 11.0.0 with the latest sheet.
If you want to stay on 11.3.3, you need an API that works with it. The last version that did was 8.4.2, which you can find here: https://github.com/symposion/roll20-api-scripts/tr...
You absolutely want your sheet to be "Custom" and your API to be from github. That way, you control when you upgrade, and the two will always be in sync.
https://app.roll20.net/forum/post/5114371/5e-shaped-companion-unoffical-interim-support-for-sheet-14-dot-1-1-and-laterAlbert R. said:
Where do I get the unofficial interim 11.0.0 shaped companion script?
Matt said:
I have a special case I'm trying to set up, but the sheet doesn't seem to currently support it. I guess this is a suggestion?
I am trying to create an attacher to auto-fire a character trait (the cleric "Blessed Healer" trait) whenever the character casts a spell that heals someone. I see an option to add an attacher to all spells, or to spells of specific levels, but not to spells that heal. I was hoping that, as there's a universal modifier for healing, there would be an attacher option as well.
sirren said:
Is there an option to quickly disable Jack of all trades? I accidentally set my Bard to level 2 and as such turned it on for my level 1 Bard and now there are 57 lines that I need to remove manually.
HLazar said:
See the proposed option for life cleric in the following part of the documentation.
https://docs.google.com/document/d/1yPcIZ_bIc3JlnW...
MELEE_OR_RANGED_WEAPON_ATTACK
s will now be treated as either melee or ranged and the parses will split them out to different weapons as I do for versatile. This is to ensure that the right damage bonuses are being used and ammo is being used properly. All existing items will remain working, but it'll parse all new items. Closes #533: savage attacks half-orcSarkamist said:
Which is the proper way to set a modifier like Disciple of Life with the new modifiers section?
When I try to do it like this:
Whenever I use a healing spell, it only adds the 2 and ignores the higher level part:
I already tried to put the modifier between [[ ]], but still not working. Is there anything i'm missing?
Two questions:Kryx said:
Since you are not a Pro user you'll have to wait until I release the latest to github. I'm in a stabilization stage so it'll end up on github within the next few weeks.
Tormund GM said:
So what am i doing wrong all the staff is red and the trouble with coins ?
Shadowspawn said:
You need to have the most recent translation file also.