That worked!! thanks you saved me a ton of work lol
Eric H. said:
Next issue with PC spellcasting.....
Yes, we pushed out a patch that we hoped would resolve the issue. If you're still having problems please provide a console log along with browser and o/s information.Boko D. said:
Any word on the blank/messed up Compendium pulls? Is this just going to be how Roll20 works now?
Steve K. said:
Kyle G. said:
Eric H. said:
Next issue with PC spellcasting.....
Not really an error, just a missing space between SPELL SLOT LEVEL 2 and 2 OF 3 REMAINING.
Screenshot added for Steve K to see where the error is in the code.
What Browser and OS is this happening on?
Brett M. said:
I'm hoping this is the right place to ask this, and I did search the wiki & forums to no avail :< . What is the call for languages (repeatable proficiencies) for macros, etc. (please see screen shot below)? I'm building a macro to list the PCs known language, and I've taken a few guesses based on the repeated spells, etc. calls, but no luck. My thanks!
Kyle G. said:
%{selected|repeating_proficiencies_$0_output}
You can create a attrib type in the info and then call the attrib. Something like Lang Orcish, Common then @{Selected|Lang}Brett M. said:
Kyle G. said:
%{selected|repeating_proficiencies_$0_output}
Thanks Kyle! Any way to just output the languages? If you see the resulting screenshot below is outputs "Language Proficiency Common, Orcish". I'd like to output just the languages themselves (i.e., "Common, Orcish" without the "Language Proficiency" part). Thanks!
Terry said:
not sure if this has been asked or not. I tried to do a quick search and came up with nothing.
is there a way to add the staff of power's spell attack bump to the sheet?
Albert R. said:
Hello Roll20 Friends,
How do I get the equipment to list its description in the chat window?
Equipment in the shaped sheet is clickable, but this isn't the case in the OGL sheet.
Craven said:
You can create a attrib type in the info and then call the attrib. Something like Lang Orcish, Common then @{Selected|Lang}Brett M. said:
Kyle G. said:
%{selected|repeating_proficiencies_$0_output}
Thanks Kyle! Any way to just output the languages? If you see the resulting screenshot below is outputs "Language Proficiency Common, Orcish". I'd like to output just the languages themselves (i.e., "Common, Orcish" without the "Language Proficiency" part). Thanks!
Tim G. said:
A Couple of issues I've been having recently:
1. Whenever I load up my game, all the spells/attacks etc that do not use an attack roll, but only a DC, do not work. Most of the time they show a syntax error, but sometimes they show nothing when you click them at all, just nothing happens.
This is, as far as I can tell, only with attacks/abilities/spells that were not dragged and dropped from the compendium, but written manually. Not sure if that is important.
However, it is easily fixable by opening the attack and clicking the proficiency box. But you have to do that each time you load up the game, which is easy to forget and is tedious to do on multiple attacks. This is what the stuff looks like:
Silvyre said:
Dragonphire said:
Is there a way for carried option for equipment? If i un-equip my armor, for example, the sheet assumes i'm still carrying it and the total weight doesn't go down even though it's unlikely i'm going to be carrying the armor around in my arms while it's not equipped.
Items listed within the Equipment block are those which are stored on your character's person. "Equipped" items are those which are currently worn or wielded by your character, conferring any bonuses that are gained while those items are equipped (in fact, the Mods section only functions when the "Equipped" box is checked).
The Treasure block on the Bio Page is better suited for recording items that are not on your usually character's person. Alternatively, the Simple inventory will not calculates weights automatically.
Chris said:
Silvyre said:
Dragonphire said:
Is there a way for carried option for equipment? If i un-equip my armor, for example, the sheet assumes i'm still carrying it and the total weight doesn't go down even though it's unlikely i'm going to be carrying the armor around in my arms while it's not equipped.
Items listed within the Equipment block are those which are stored on your character's person. "Equipped" items are those which are currently worn or wielded by your character, conferring any bonuses that are gained while those items are equipped (in fact, the Mods section only functions when the "Equipped" box is checked).
The Treasure block on the Bio Page is better suited for recording items that are not on your usually character's person. Alternatively, the Simple inventory will not calculates weights automatically.
A "Carried" checkbox option is worth considering in the Equipment column, or some other repeating area. While it may turn out that it's more trouble than it's worth and a horrible idea, we should consider options for keeping track of --and making quickly accessible-- important equipment that's left at home (e.g. your axe that's only useful for hunting vampires). As we become more dialed into Compendium Compatability, it makes sense to completely shift away from the text area boxes for compendium droppable stuff.
Maybe it would slow down the sheet as a character's equipment inventory expands to 168 items, but making a choice now about the future of non-carried items is a very helpful question (gosh, wouldn't a "character-specific" Compendium area be cool?). Does the idea of a "Carried" yes/no Equipment checkbox seem like a honey pot of evil?
I would agree that this would be a great feature to have, but my preference would be to have it be simply an integer value instead of checkboxes. That would, in my opinion, make it easier to track and maintain through macros/api.Tim G. said:
3. I also have a slight request. I would LOVE to see an exhaustion tracker somewhere on the main core page. (Underneath the temp Hp maybe?) 6 tickboxes. Even better if when you mouse over each tickbox, it shows what happens on that exhaustion level.
Silvyre said:
Dragonphire said:
Is there a way for carried option for equipment? If i un-equip my armor, for example, the sheet assumes i'm still carrying it and the total weight doesn't go down even though it's unlikely i'm going to be carrying the armor around in my arms while it's not equipped.
Items listed within the Equipment block are those which are stored on your character's person. "Equipped" items are those which are currently worn or wielded by your character, conferring any bonuses that are gained while those items are equipped (in fact, the Mods section only functions when the "Equipped" box is checked).
The Treasure block on the Bio Page is better suited for recording items that are not on your usually character's person. Alternatively, the Simple inventory will not calculates weights automatically.
Dragonphire said:
Silvyre said:
Dragonphire said:
Is there a way for carried option for equipment? If i un-equip my armor, for example, the sheet assumes i'm still carrying it and the total weight doesn't go down even though it's unlikely i'm going to be carrying the armor around in my arms while it's not equipped.
Items listed within the Equipment block are those which are stored on your character's person. "Equipped" items are those which are currently worn or wielded by your character, conferring any bonuses that are gained while those items are equipped (in fact, the Mods section only functions when the "Equipped" box is checked).
The Treasure block on the Bio Page is better suited for recording items that are not on your usually character's person. Alternatively, the Simple inventory will not calculates weights automatically.
Sorry, having to delete my armor from Equipment and add it to Treasure every time i doff my armor at night is not practical. And you said it yourself, "Equipped" items are those which are currently worn or wielded by your character. Meaning if it's not "Equipped", it's not worn or carried, so it's weight should not be included in carried weight.
I appreciate your response, but why have the option for the variant system if it's not going to allow for a better player experience? Isn't that what Roll20 is all about? It doesn't even update the player's speed. "Oh well, deal with it" is not really forward thinking.
Dragonphire said:
Sorry, having to delete my armor from Equipment and add it to Treasure every time i doff my armor at night is not practical.
And you said it yourself, "Equipped" items are those which are currently worn or wielded by your character. Meaning if it's not "Equipped", it's not worn or carried, so it's weight should not be included in carried weight.I see this similar to comparing squares and rectangles (every square is a rectangle, but not every rectangle is a square). We know that items that are equipped are also being carried, but an item that is not equipped can still be carried.
Chris said:
Is there a way to get the new Features & Traits repeating areas to trigger API when they're output to chat? I see that you can perform inline rolls.
Craven said:
I have a Orge Zombie and I wanted to change the weapon to a great club. I try to drag and drop from the compendium but it doesn't work. Does this feature not work for NPC?
So you've never attacked your players in the middle of the night while they are not wearing armor? are they holding full plate in their backpack while they fight off the bandits? Maybe it's in their hands?Dragonphire said:
Sorry, having to delete my armor from Equipment and add it to Treasure every time i doff my armor at night is not practical.
I don't understand why you would delete the armor item from the inventory at night rather than simply un-equipping it? Doing so would update your AC, as intended, but you still have your armor with you at night (so it is being carried by the character). I cannot imagine a reason where I would ask my players to delete the items if I think they will get it back in a short amount of time (captured characters/stolen items are a different story).
By my logic? A carried checkbox would save the day, which is what i asked for.Kyle G. said:
Dragonphire said:And you said it yourself, "Equipped" items are those which are currently worn or wielded by your character. Meaning if it's not "Equipped", it's not worn or carried, so it's weight should not be included in carried weight.I see this similar to comparing squares and rectangles (every square is a rectangle, but not every rectangle is a square). We know that items that are equipped are also being carried, but an item that is not equipped can still be carried.
Consider a character who typically uses a shield and sword, but also has a crossbow for ranged attacks. When the character is wielding sword and shield, these items are equipped; the crossbow is not. This player would then ensure that the checkbox for the crossbow is empty (signifying not equipped). This player would then toggle the shield/sword/crossbow to signify the change of equipment when they would like to make a ranged attack (ignoring the action required to doff a shield).
By your logic the unequipped items should hold no weight, but the character is still carrying those items around with them as they travel and therefore the items should have weight.
Kyle G. said:
I just make my players unequip the armor rather than remove it from their inventory. The character's weight limit should not even come up in this kind of encounter for it to matter if the weight is affected or not. If the bandits make off with the PC's armor in the end, I would have the player remove it from their inventory only when there is no immediate change of getting it back. It seems like unnecessary paperwork to have them fiddle with their carrying capacity mid fight when it usually only lasts 3 rounds.So you've never attacked your players in the middle of the night while they are not wearing armor? are they holding full plate in their backpack while they fight off the bandits? Maybe it's in their hands?Dragonphire said:
Sorry, having to delete my armor from Equipment and add it to Treasure every time i doff my armor at night is not practical.
I don't understand why you would delete the armor item from the inventory at night rather than simply un-equipping it? Doing so would update your AC, as intended, but you still have your armor with you at night (so it is being carried by the character). I cannot imagine a reason where I would ask my players to delete the items if I think they will get it back in a short amount of time (captured characters/stolen items are a different story).
In your response to Silvyre, you made no distinction between equipped items and carried items. Maybe this was just a typo in your response, (specifically the bolded section above I think), but I was merely providing a counter-example to that scenario, which I would prefer to keep things as they are if your response as stated is your interpretation of how it should work.By my logic? A carried checkbox would save the day, which is what i asked for.Kyle G. said:
Dragonphire said:And you said it yourself, "Equipped" items are those which are currently worn or wielded by your character. Meaning if it's not "Equipped", it's not worn or carried, so it's weight should not be included in carried weight.I see this similar to comparing squares and rectangles (every square is a rectangle, but not every rectangle is a square). We know that items that are equipped are also being carried, but an item that is not equipped can still be carried.
Consider a character who typically uses a shield and sword, but also has a crossbow for ranged attacks. When the character is wielding sword and shield, these items are equipped; the crossbow is not. This player would then ensure that the checkbox for the crossbow is empty (signifying not equipped). This player would then toggle the shield/sword/crossbow to signify the change of equipment when they would like to make a ranged attack (ignoring the action required to doff a shield).
By your logic the unequipped items should hold no weight, but the character is still carrying those items around with them as they travel and therefore the items should have weight.
In your example, what happens if the character drops the sword and shield, or at least his sword since the shield takes an action? The sword is neither equipped nor carried, but there is no way to distinguish that on the sheet. Other than deleting it entirely from the equipment section.
On top of that, as i said, the character's speed doesn't update based on the variant rules. So i'm basically asking for a feature to be complete, since i started my OP as "This might be a feature request, so i'm not sure if this is the right place to put this." and most of the posts were about bugs, which this is not.
When you hover over the initiative, it should show that it was rolled at advantage.ACOG Muffin said:
Hi there, sorry for not taking the time to fully read through this post but I was wondering something about the new sheet: I'm playing a Ranger/Fighter hybrid but when I set the initiative roll to advantage, it isn't rolling it at advantage for some reason. Additionally, is there any possibility of introducing a dark theme?
Kyle G. said:
@{selected|repeating_proficiencies_$0_name} will give you just the Common, Orcish. If you want it to look nice, you would need to put it inside of a roll template though.Craven said:
Brett M. said:
Kyle G. said:
%{selected|repeating_proficiencies_$0_output}
Thanks Kyle! Any way to just output the languages? If you see the resulting screenshot below is outputs "Language Proficiency Common, Orcish". I'd like to output just the languages themselves (i.e., "Common, Orcish" without the "Language Proficiency" part). Thanks!
Tim G. said:
A Couple of issues I've been having recently:
1. Whenever I load up my game, all the spells/attacks etc that do not use an attack roll, but only a DC, do not work. Most of the time they show a syntax error, but sometimes they show nothing when you click them at all, just nothing happens.
This is, as far as I can tell, only with attacks/abilities/spells that were not dragged and dropped from the compendium, but written manually. Not sure if that is important.
However, it is easily fixable by opening the attack and clicking the proficiency box. But you have to do that each time you load up the game, which is easy to forget and is tedious to do on multiple attacks. This is what the stuff looks like:
Concur, attack spells not working for me also, sometimes syntax error, sometimes no response, I fix by switching from spell card to attack, this fixes it until I close character sheet, reopen, same session, and....... broken again. This has been happening since the first update, unchanged with any of the recent "fixes".... :(
Brett M. said:
Kyle G. said:
@{selected|repeating_proficiencies_$0_name} will give you just the Common, Orcish. If you want it to look nice, you would need to put it inside of a roll template though.Craven said:
Brett M. said:
Kyle G. said:
%{selected|repeating_proficiencies_$0_output}
Thanks Kyle! Any way to just output the languages? If you see the resulting screenshot below is outputs "Language Proficiency Common, Orcish". I'd like to output just the languages themselves (i.e., "Common, Orcish" without the "Language Proficiency" part). Thanks!
I'm not getting a result with @{selected|repeating_proficiencies_$0_output} . When I try that, the output I get is:
No attribute was found for @{selected|repeating_proficiencies_-Kv8H5UFWZ3wWHtRz348_output}
selected|repeating_proficiencies_$0_output
The % works but not the @ . Any ideas what I may be doing wrong? My thanks!
Kyle G. said:
Tim G. said:
A Couple of issues I've been having recently:
1. Whenever I load up my game, all the spells/attacks etc that do not use an attack roll, but only a DC, do not work. Most of the time they show a syntax error, but sometimes they show nothing when you click them at all, just nothing happens.
This is, as far as I can tell, only with attacks/abilities/spells that were not dragged and dropped from the compendium, but written manually. Not sure if that is important.
However, it is easily fixable by opening the attack and clicking the proficiency box. But you have to do that each time you load up the game, which is easy to forget and is tedious to do on multiple attacks. This is what the stuff looks like:
This to me makes me think that the sheet workers are resetting the character sheet when you log out, which is extremely strange. It could mean that the character is corrupted.
Also, I noticed that you are setting the ammo to track the spell slots rather than the automatic spell slot tracking in the companion. I can only assume that this is because the character is a warlock, but I am curious as to why you are not using the automatic spell slot tracking. It was my understanding that v2.0 made it easier to integrate warlock spells into the system. (I have not had a warlock PC before, so I have not had to deal with it before).
Tim G. said:
Kyle G. said:
Tim G. said:
A Couple of issues I've been having recently:
1. Whenever I load up my game, all the spells/attacks etc that do not use an attack roll, but only a DC, do not work. Most of the time they show a syntax error, but sometimes they show nothing when you click them at all, just nothing happens.
This is, as far as I can tell, only with attacks/abilities/spells that were not dragged and dropped from the compendium, but written manually. Not sure if that is important.
However, it is easily fixable by opening the attack and clicking the proficiency box. But you have to do that each time you load up the game, which is easy to forget and is tedious to do on multiple attacks. This is what the stuff looks like:
This to me makes me think that the sheet workers are resetting the character sheet when you log out, which is extremely strange. It could mean that the character is corrupted.
Also, I noticed that you are setting the ammo to track the spell slots rather than the automatic spell slot tracking in the companion. I can only assume that this is because the character is a warlock, but I am curious as to why you are not using the automatic spell slot tracking. It was my understanding that v2.0 made it easier to integrate warlock spells into the system. (I have not had a warlock PC before, so I have not had to deal with it before).
I don't think it's the character resetting. because all other things that are changed remain saved. To me it seems like the sheet is not checking the attack values until you change something in it, then it checks, and starts working.
It also happens on brand new characters as well as older ones (I tried just to make sure that wasn't the case)
And yes, it is a warlock. I use spell slot tracking from a resource because for some reason Warlocks don't actually get any spell slots on the spells page, so I had to add them in manually as a resource.
Which is also a bit annoying as it means I have to add the spells manually as well so that they don't show the "all spell slots used" in chat. Not sure why warlocks don't get regular spell slots like everyone else, but I assume it has something to do with multiclassing and how pact magic works with that? (warlock spell slots are separate from the regular ones when multiclassing)
If that is the case, perhaps a special "Warlock spell slots/spells" section on the spells page would fix this?
I was thinking about making the exhaustion tracker change things to disadvantage and such as well, but just like you I came to the conclusion that it might be a bit much to manage.
And the reason i'd prefer tickboxes is because it would allow the previously mentioned mouseover text on each exhaustion level (each tickbox), which I don't think would be possibly if it was an integer value. But I can't speak as to whether or not that would make it harder to use with macros/API, you seem more well versed in that part than I.
Body drop! app.js:48 drop on upper canvas app.js:48 Compendium item dropped onto canvas! app.js:48 "https://app.roll20.net/compendium/dnd5e/Monsters%3AHell%20Hound.json?plaintext=true" app.js:48 Show Character View Dialog! app.js:39 DELAY RENDER FOR ATTRIBUTES! app.js:39 139 app.js:34 Do refresh link cache! app.js:34 --- RENDER CHARACTIVE VIEW ---- app.js:39 Redoing charsheet html app.js:39 132ms to end of html app.js:39 Loading mixed (insecure) display content “http://imgsrv.roll20.net/?src=raw.githubusercontent.com/Roll20/roll20-character-sheets/master/5th%2520Edition%2520OGL%2520by%2520Roll20/images/srd5_360.png” on a secure page[Learn More] jquery.1.8.2.min.js:2:67936 Loading mixed (insecure) display content “http://imgsrv.roll20.net/?src=raw.githubusercontent.com/Roll20/roll20-character-sheets/master/5th%2520Edition%2520OGL%2520by%2520Roll20/images/weight_lbs.png” on a secure page[Learn More] jquery.1.8.2.min.js:2:67936 Loading mixed (insecure) display content “http://imgsrv.roll20.net/?src=i.imgur.com/ZgULBCp.png” on a secure page[Learn More] jquery.1.8.2.min.js:2:67936 Refresh Journal List! app.js:46 Search took 191ms app.js:46 Really updating character sheet values app.js:39 Setting up repeating sections took until 17ms app.js:39 Updating ALL VALUES app.js:39 Finding list of dirty attributes took until 21ms app.js:39 Querytest took until 23ms app.js:39 Attribute cache compliation took until 25ms app.js:39 Set values (including auto-calcuating variables) took until 96ms app.js:39 Appending to screen took until 110ms app.js:39 Took 114ms app.js:39 Triggering for sheet:opened sheetsandboxworker.js:67 DOING UPDATE_ATTACKS: all sheetsandboxworker.js:1880 Really updating character sheet values app.js:39 Setting up repeating sections took until 10ms app.js:39 Finding list of dirty attributes took until 36ms app.js:39 Querytest took until 42ms app.js:39 Attribute cache compliation took until 44ms app.js:39 FILLED IN A DEFAULT VALUE FOR drop_category app.js:39 FILLED IN A DEFAULT VALUE FOR drop_name app.js:39 FILLED IN A DEFAULT VALUE FOR drop_content app.js:39 FILLED IN A DEFAULT VALUE FOR drop_ac app.js:39 FILLED IN A DEFAULT VALUE FOR drop_speed app.js:39 FILLED IN A DEFAULT VALUE FOR drop_str app.js:39 FILLED IN A DEFAULT VALUE FOR drop_dex app.js:39 FILLED IN A DEFAULT VALUE FOR drop_con app.js:39 FILLED IN A DEFAULT VALUE FOR drop_int app.js:39 FILLED IN A DEFAULT VALUE FOR drop_wis app.js:39 FILLED IN A DEFAULT VALUE FOR drop_cha app.js:39 FILLED IN A DEFAULT VALUE FOR drop_immunities app.js:39 FILLED IN A DEFAULT VALUE FOR drop_languages app.js:39 FILLED IN A DEFAULT VALUE FOR drop_challenge_rating app.js:39 FILLED IN A DEFAULT VALUE FOR drop_size app.js:39 FILLED IN A DEFAULT VALUE FOR drop_type app.js:39 FILLED IN A DEFAULT VALUE FOR drop_alignment app.js:39 FILLED IN A DEFAULT VALUE FOR drop_hp app.js:39 FILLED IN A DEFAULT VALUE FOR drop_senses app.js:39 FILLED IN A DEFAULT VALUE FOR drop_passive_perception app.js:39 FILLED IN A DEFAULT VALUE FOR drop_skills app.js:39 FILLED IN A DEFAULT VALUE FOR drop_token_size app.js:39 Set values (including auto-calcuating variables) took until 69ms app.js:39 Took 70ms app.js:39 Triggering for change:charname_output sheetsandboxworker.js:67 Triggering for change:ammotracking sheetsandboxworker.js:67 Triggering for change:cd_bar1_l sheetsandboxworker.js:67 Triggering for change:cd_bar2_v sheetsandboxworker.js:67 Triggering for change:cd_bar2_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_v sheetsandboxworker.js:67 Triggering for change:cd_bar3_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_l sheetsandboxworker.js:67 Triggering for change:dndstyling sheetsandboxworker.js:67 Triggering for change:charname_output sheetsandboxworker.js:67 Triggering for change:ammotracking sheetsandboxworker.js:67 Triggering for change:cd_bar1_l sheetsandboxworker.js:67 Triggering for change:cd_bar2_v sheetsandboxworker.js:67 Triggering for change:cd_bar2_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_v sheetsandboxworker.js:67 Triggering for change:cd_bar3_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_l sheetsandboxworker.js:67 Triggering for change:dndstyling sheetsandboxworker.js:67 Triggering for change:charname_output sheetsandboxworker.js:67 Triggering for change:ammotracking sheetsandboxworker.js:67 Triggering for change:cd_bar1_l sheetsandboxworker.js:67 Triggering for change:cd_bar2_v sheetsandboxworker.js:67 Triggering for change:cd_bar2_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_v sheetsandboxworker.js:67 Triggering for change:cd_bar3_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_l sheetsandboxworker.js:67 Triggering for change:dndstyling sheetsandboxworker.js:67 Triggering for change:charname_output sheetsandboxworker.js:67 Triggering for change:ammotracking sheetsandboxworker.js:67 Triggering for change:cd_bar1_l sheetsandboxworker.js:67 Triggering for change:cd_bar2_v sheetsandboxworker.js:67 Triggering for change:cd_bar2_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_v sheetsandboxworker.js:67 Triggering for change:cd_bar3_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_l sheetsandboxworker.js:67 Triggering for change:dndstyling sheetsandboxworker.js:67 Triggering for change:charname_output sheetsandboxworker.js:67 Triggering for change:ammotracking sheetsandboxworker.js:67 Triggering for change:cd_bar1_l sheetsandboxworker.js:67 Triggering for change:cd_bar2_v sheetsandboxworker.js:67 Triggering for change:cd_bar2_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_v sheetsandboxworker.js:67 Triggering for change:cd_bar3_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_l sheetsandboxworker.js:67 Triggering for change:dndstyling sheetsandboxworker.js:67 Triggering for change:charname_output sheetsandboxworker.js:67 Triggering for change:ammotracking sheetsandboxworker.js:67 Triggering for 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sheetsandboxworker.js:67 Triggering for change:saveflag sheetsandboxworker.js:67 Triggering for change:saveattr sheetsandboxworker.js:67 Triggering for change:savedc sheetsandboxworker.js:67 Triggering for change:saveflat sheetsandboxworker.js:67 Triggering for change:saveeffect sheetsandboxworker.js:67 Triggering for change:ammo sheetsandboxworker.js:67 Triggering for change:atk_desc sheetsandboxworker.js:67 Triggering for change:atkbonus sheetsandboxworker.js:67 Triggering for change:atkdmgtype sheetsandboxworker.js:67 Triggering for change:rollbase_dmg sheetsandboxworker.js:67 Triggering for change:rollbase_crit sheetsandboxworker.js:67 Triggering for change:hldmg sheetsandboxworker.js:67 Triggering for change:itemid sheetsandboxworker.js:67 Triggering for change:spellid sheetsandboxworker.js:67 Really updating character sheet values app.js:39 Setting up repeating sections took until 17ms app.js:39 Finding list of dirty attributes took until 18ms app.js:39 Querytest took until 23ms app.js:39 Attribute cache compliation took until 24ms app.js:39 Set values (including auto-calcuating variables) took until 28ms app.js:39 Took 28ms app.js:39 Triggering for change:npcspell_flag sheetsandboxworker.js:67 Triggering for change:npcspell_flag_max sheetsandboxworker.js:67 Triggering for change:missing_info sheetsandboxworker.js:67 Triggering for change:missing_info_max sheetsandboxworker.js:67 Triggering for sheet:compendium-drop sheetsandboxworker.js:67 Do refresh link cache! app.js:34 Refresh Journal List! app.js:46 Search took 171ms app.js:46 Reorder by ZORDER app.js:35
Rob J. said:
I've encountered a bug with the 5e compendium and character sheets that I am not sure has been reported yet.
Windows/Chrome
1: Create a new character. Set it as an NPC and find a monster (Goblin) in the compendium and drag it on to it.
2: Click the button in the upper left to detach it to it's own browser window.
3: Create another new character. Set it as an NPC and drag a different monster (Hobgoblin) from the compendium onto it.
4. Change to view the original monster (the goblin). It is now the second monster (Hobgoblin).
It seems that when you break characters out into their own browser window, whatever you drag onto one, ends up on all the ones that are broken out.
I see what the issue is and I'll get it to automatically update the roll the first time. Thank you for pointing it out.Marcin K. said:
I have a small issue and already a workaround but thought I'd report it (maybe someone has already brought this up).
I DM a 5e campaign with compendium and ogl 2.0 sheets with monster manual / volo's
Specific example:
I drag and drop a monster (young black dragon) from the compendium, manufacturing a token and the entry in my journal section.
I head to my journal and open up the NPC sheet, and add an action (+ button), called dragonbreath recharge. the only text is Recharge: [[d6]]
The bug:
When I go and click this new action, nothing happens (no error, no output).
workaround:
I then switch the output in the NPC settings menu to "auto roll damage and crit". The action now works correctly. I then switch the output back to the "don't roll auto damage" and it still works.
---
Is this something others have experienced? the workaround is easy, I don't add actions all too often, so not that inconvenient.
That's weird. The thing I'm seeing in your log that's unusual is it's acting like it's setting the default values for the sheet a bunch of times:Craven said:
This issue is intermittent. Some time I don't have the issue and if i remove the one I do have a issue on and pull it out again its fine.
Triggering for change:charname_output sheetsandboxworker.js:67 Triggering for change:ammotracking sheetsandboxworker.js:67 Triggering for change:cd_bar1_l sheetsandboxworker.js:67 Triggering for change:cd_bar2_v sheetsandboxworker.js:67 Triggering for change:cd_bar2_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_v sheetsandboxworker.js:67 Triggering for change:cd_bar3_m sheetsandboxworker.js:67 Triggering for change:cd_bar3_l sheetsandboxworker.js:67 Triggering for change:dndstyling sheetsandboxworker.js:67Have you changed these default sheet values before? Is this happening in your Sword Coast game?