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Official [AD&D 2E Revised] Update thread

1664255581
Peter B.
Pro
Sheet Author
Rick said: Peter, you are awesome.   I have a question for you.   Are you going to eventually have the saves auto change with levels? or will it always need to be entered? Hello Rick.  Thank you for The kind words! I appreciate it! :)  With "saves" i assume you Mean saving throws. I have thought about it, but since they Aren't a simple formula I haven't found a transparent way of doing it. I could add a macro for every field but that seems excessive. I can also add the table in the backend and update it like I do with spells, but it is a bit clunky to find out what class people Are playing as The class fields Are not limited to valid values. If someone puts in "Fighter" instead of "Warrior" then I cannot find it with a look up. Another way would be to add a button, but then you need to remember to click it after every level which is The same to me as updating it manually.  If the sheet had been designed differently from The start then it would have been easier. So to answer your question: Hopefully yes, once I figur out how to do it :) 
1664304418

Edited 1664304507
Hi Peter. I'm a DM using the Advanced 2nd Edition Character sheet. I have created macros for my players for initiative and attack and damage rolls. Unfortunately sometimes when my player adds a new weapon to his list my macros referring to variables for this weapon doesn't seem to work. Here is my initiative macro for a weapon at the 4th place on the list: /em &{template:default} {{name=@{selected|token_name} -  @{selected|repeating_weapons_$3_weaponname} }} {{Initiative Roll = [[1d10 + @{selected|repeating_weapons_$3_weapspeed} &{tracker}]]}} Doesn't show the 4th weapon name and also doesn't adds the weapon speed. Any suggestions?
1664329712
there are tricky things with the repeating_weapons_$X fields... If a player enters something like short sword, then enters all correct info in following box's.... Then they decided that they want to change it to long sword and delete the field, create a new field, then reenter all info. Technically that field gets replaced with the next available... ie... $X(+1)... Almost as if $X is still lingering around in the cloud (sheet). If I cant seem to find it, I will set up a macro on the A&A page of said PC. just put in @{ repeating_weapons_$ X _weaponname} ... where X = where you think it is....ie 3... Then just keep incriminating the X by 1 until U find that weapon. Then change the macro to that field value. I have seen this happen so often still cant pin down every situation that this could happen. I just know of this one situation for sure. But you might have to do it for weapon damage as well, if they deleted that one also.
1664347837

Edited 1664348129
Richard @ Damery
Pro
API Scripter
Drew T. said: Hi Peter. I'm a DM using the Advanced 2nd Edition Character sheet. I have created macros for my players for initiative and attack and damage rolls. Unfortunately sometimes when my player adds a new weapon to his list my macros referring to variables for this weapon doesn't seem to work. Here is my initiative macro for a weapon at the 4th place on the list: /em &{template:default} {{name=@{selected|token_name} -  @{selected|repeating_weapons_$3_weaponname} }} {{Initiative Roll = [[1d10 + @{selected|repeating_weapons_$3_weapspeed} &{tracker}]]}} Doesn't show the 4th weapon name and also doesn't adds the weapon speed. Any suggestions? There is a bug somewhere in the handling of repeating_table_  fields in general - I don't think it is anything to do with Peter, it's something deeper than that. I have had to do extensive programming to overcome this issue in my RPGMaster series of APIs for Peter's character sheet (and my fixes do work properly), but I'm afraid I've not been able to solve this for pure macro coding.   However, perhaps someone else has found a solution for macro programmers? You will find that, if you look at later rows in the table, the row number has changed when you updated the field - iterate the row number forward and the new entry will be later down the table, even though there are undefined  entries in-between the previous row number and the new one. The new row number gets further and further down the table with larger gaps left as the data is changed multiple times. This is one of the main reasons I swapped from macro programming to do this sort of thing to creating APIs to do it - the APIs can search and update tables correctly. I've had a discussion with The Aaron about this (as it also happens for him in his ChatSetAttr API) and neither of us has been able to track it down - though that was a couple of years ago (wow, how time flys!).
1664366137

Edited 1664366462
Peter B.
Pro
Sheet Author
Drew T. said: Hi Peter. I'm a DM using the Advanced 2nd Edition Character sheet. I have created macros for my players for initiative and attack and damage rolls. Unfortunately sometimes when my player adds a new weapon to his list my macros referring to variables for this weapon doesn't seem to work. Here is my initiative macro for a weapon at the 4th place on the list: /em &amp;{template:default} {{name=@{selected|token_name} -&nbsp; @{selected|repeating_weapons_$3_weaponname} }} {{Initiative Roll = [[1d10 + @{selected|repeating_weapons_$3_weapspeed} &amp;{tracker}]]}} Doesn't show the 4th weapon name and also doesn't adds the weapon speed. Any suggestions? This is due to "Ghost Rows". I have documented the issue <a href="https://app.roll20.net/forum/permalink/9643364/" rel="nofollow">https://app.roll20.net/forum/permalink/9643364/</a> Luckily there is a workaround, tedious but it works, on the same post. Here is the direct link:&nbsp; <a href="https://app.roll20.net/forum/permalink/9710888/" rel="nofollow">https://app.roll20.net/forum/permalink/9710888/</a> It is an unfortunate side effect caused by a poor parsing by Roll20 and an unfortunate naming convention made by the previous author of the sheet. In short: &nbsp;Whenever you insert a new ranged weapon hit / initiative or&nbsp; melee weapon damage &nbsp;on the sheet, it creates a ghost row in the melee weapons hit / initiative table , causing the next melee weapon to jump one index. Follow the steps in the post above and it should resolve itself. You will have to use the workaround for every time a new melee weapon is added, until Roll20 fixes the issue.
1664380200
The problem is fixed with the row modification! I can't thank you enough! Peter B. said: Drew T. said: Hi Peter. I'm a DM using the Advanced 2nd Edition Character sheet. I have created macros for my players for initiative and attack and damage rolls. Unfortunately sometimes when my player adds a new weapon to his list my macros referring to variables for this weapon doesn't seem to work. Here is my initiative macro for a weapon at the 4th place on the list: /em &amp;{template:default} {{name=@{selected|token_name} -&nbsp; @{selected|repeating_weapons_$3_weaponname} }} {{Initiative Roll = [[1d10 + @{selected|repeating_weapons_$3_weapspeed} &amp;{tracker}]]}} Doesn't show the 4th weapon name and also doesn't adds the weapon speed. Any suggestions? This is due to "Ghost Rows". I have documented the issue <a href="https://app.roll20.net/forum/permalink/9643364/" rel="nofollow">https://app.roll20.net/forum/permalink/9643364/</a> Luckily there is a workaround, tedious but it works, on the same post. Here is the direct link:&nbsp; <a href="https://app.roll20.net/forum/permalink/9710888/" rel="nofollow">https://app.roll20.net/forum/permalink/9710888/</a> It is an unfortunate side effect caused by a poor parsing by Roll20 and an unfortunate naming convention made by the previous author of the sheet. In short: &nbsp;Whenever you insert a new ranged weapon hit / initiative or&nbsp; melee weapon damage &nbsp;on the sheet, it creates a ghost row in the melee weapons hit / initiative table , causing the next melee weapon to jump one index. Follow the steps in the post above and it should resolve itself. You will have to use the workaround for every time a new melee weapon is added, until Roll20 fixes the issue.
1664383714
Peter B.
Pro
Sheet Author
Drew T. said: The problem is fixed with the row modification! I can't thank you enough You are welcome. I am. Just glad that All My research into that bug finally paid off!&nbsp;
1664415985
And thank the rest of you for your input, as that makes sense to what I am seeing. Ghost Rows.... great analogy.... ;) And yes this has been on the sheet before Peter. I think Seth was working on it, but he inherited it also. Until he gave up.....
1664427118
Peter B.
Pro
Sheet Author
BilBo 2 said: And thank the rest of you for your input, as that makes sense to what I am seeing. Ghost Rows.... great analogy.... ;) And yes this has been on the sheet before Peter. I think Seth was working on it, but he inherited it also. Until he gave up..... To be honest. I know how to fix it, but if I do then All macros that anyone has written concerning melee weapons will break. Also All APIs that set value to The melee weapons will break. Due to how many players use the sheet, I would honestly be easier to creat an All New sheet where these fundamental problems have been fixed.&nbsp;
1664902204
Richard @ Damery
Pro
API Scripter
FYI, for anyone who uses my RPGMaster APIs with Peter's sheet, the latest release (a very major one) appears to make everything stop working!!! Fortunately, there is a very quick fix. There is a new API as part of the RPGMaster Suite, and Roll20 One-Click auto update has not recognised the new dependency (even though I put it in the correct script.json file...). Thus the new API must be loaded with One-Click install manually &nbsp;so as to get things working. Just go to the Mods(API) sandbox/loading screen, and use the One-Click dropdown to search for "RPGMaster Library" and you should find the "RPGMaster Library AD+D2e" API listed there. Select and load it. Once you do this, all the APIs will spring back into life! Sorry for the inconvenience if you are using them and things died! do follow my (new) thread for support and news (sorry - forgot to update the old one and it got archived...)
1664904760
Peter B.
Pro
Sheet Author
Richard @ Damery said: FYI, for anyone who uses my RPGMaster APIs with Peter's sheet, the latest release (a very major one) appears to make everything stop working!!! Fortunately, there is a very quick fix. There is a new API as part of the RPGMaster Suite, and Roll20 One-Click auto update has not recognised the new dependency (even though I put it in the correct script.json file...). Thus the new API must be loaded with One-Click install manually &nbsp;so as to get things working. Just go to the Mods(API) sandbox/loading screen, and use the One-Click dropdown to search for "RPGMaster Library" and you should find the "RPGMaster Library AD+D2e" API listed there. Select and load it. Once you do this, all the APIs will spring back into life! Sorry for the inconvenience if you are using them and things died! do follow my (new) thread for support and news (sorry - forgot to update the old one and it got archived...) Is this issue on your end or did I make a change that breaks your API? My last update was primarily content, and not many changes to fields or logic behind the scene. Just trying to clarify what exactly happened
1664907389

Edited 1664907425
Richard @ Damery
Pro
API Scripter
Peter B. said: Is this issue on your end or did I make a change that breaks your API? My last update was primarily content, and not many changes to fields or logic behind the scene. Just trying to clarify what exactly happened Peter, this is either my end or a Roll20 issue - definately not your end! Only posted here so as to alert as many users as possible.
1665255667

Edited 1665257197
Peter, th ank you for this.&nbsp; when I try to run this, I get this error:&nbsp; No character was found for 'selected'' I am attempting to do this with monster sheet.&nbsp; any suggestions? Peter B. said: So the attributes does not need to come the exact same order as defined on the wiki. This frees you up to first write all the common attributes, and then leave the dynamic ones for the end like this &amp;{template:2Esave} {{character= @{selected|token_name} }}&nbsp; {{saveroll=[[d20?{Situational Modifiers|+0}]]}}&nbsp; ?{Saves vs. |Poison, {{savevs=Poison}} {{savetarget=[[@{selected|monpoitar}]]}} |Spell, {{savevs=Spell}} {{savetarget=[[@{selected|monspetar}]]}} } Try this instead. I have not tested it myself, so you might still hit the same issues as Richard mentioned above with the multiple curly brackets closing the pop up option too soon. It might also be that the pipes are closing the pop up menu too soon. You will have to make some more tests with that
1665264247

Edited 1665267086
what I am actually trying to do is to create macros for a monster template that references the&nbsp; Weapon name , rolls the Weapon&nbsp; Thac0 and Weapon damage for that weapon as listed on the monster sheet.&nbsp; I am struggling with this and could use some help.&nbsp; I tried a variation, based on the previous posts, but I'm just not getting it. I started with this simple line before adding the rest:&nbsp; /em &amp;{template:default}{{name=@{selected|token_name} uses @{selected|repeating_weapons_$1_weaponname}}} I get this response: I also get this returned:
1665322280

Edited 1665323590
Peter B.
Pro
Sheet Author
gabriel b. said: Peter, th ank you for this.&nbsp; when I try to run this, I get this error:&nbsp; No character was found for 'selected'' I am attempting to do this with monster sheet.&nbsp; any suggestions? Peter B. said: So the attributes does not need to come the exact same order as defined on the wiki. This frees you up to first write all the common attributes, and then leave the dynamic ones for the end like this &amp;{template:2Esave} {{character= @{selected|token_name} }}&nbsp; {{saveroll=[[d20?{Situational Modifiers|+0}]]}}&nbsp; ?{Saves vs. |Poison, {{savevs=Poison}} {{savetarget=[[@{selected|monpoitar}]]}} |Spell, {{savevs=Spell}} {{savetarget=[[@{selected|monspetar}]]}} } Try this instead. I have not tested it myself, so you might still hit the same issues as Richard mentioned above with the multiple curly brackets closing the pop up option too soon. It might also be that the pipes are closing the pop up menu too soon. You will have to make some more tests with that Okay it seems that you are very new to Roll20 and making macros, so I will try to go through some of the basics. First you need to select a token, like this: Now you have to ensure that the token you have selected it linked to a character sheet. If it is not linked then you will always get the message that you linked above &nbsp; No character was found for 'selected' . &nbsp; You have to select name of the character sheet that you want the token to be linked to. By far the easiest was of ensuring that a token is linked to a character sheet, is to start by first creating the character sheet, and then just dragging the character sheet onto the game board. It will create a token with a generic image, and you can then use that for testing.
1665323463

Edited 1665325107
Peter B.
Pro
Sheet Author
gabriel b. said: what I am actually trying to do is to create macros for a monster template that references the&nbsp; Weapon name , rolls the Weapon&nbsp; Thac0 and Weapon damage for that weapon as listed on the monster sheet.&nbsp; I am struggling with this and could use some help.&nbsp; I tried a variation, based on the previous posts, but I'm just not getting it. I started with this simple line before adding the rest:&nbsp; /em &amp;{template:default}{{name=@{selected|token_name} uses @{selected|repeating_weapons_$1_weaponname}}} I get this response: I also get this returned: You have 3 problems with your current macro. 1. Now for your weapons macro. Since you said you wanted to make a macro for monsters I assume you are using the weapons table on the moster tab. In order to get the correct name for that section you need to hold your mouse over the fields to see the name of the field in the pop up text. In your example above you are referencing the table on the Character (Player) tab. Here is the section you need: Here you can see that the table is named repeating_monsterweapons_$X_weaponname 2. You are also trying to combine the /em &nbsp;(emote) chat command with a roll template. That you cannot do. The /em &nbsp;command can only be used for simple text. If you want to use a roll template like &amp;{template:default} &nbsp;then you need to drop the /em . If you do not want it to outputted in a roll template, then drop the &amp;{template:default} 3. The third problem is that repeating sections is 0 indexed, which means that the first row in the section has index 0, and not 1 . The second element in the table have index 1. Now to help you a bit more getting off the ground. Create a character sheet, and make sure to give the monster a name. Start with a simple one word name like "Troll". Now try to add "Troll" instead of "selected", just to see if you can get it working. Ie. write the following /em uses @{Troll|repeating_monsterweapons_$0_weaponname} Now once you have gotten that working, you should substitute the "Troll" with "selected" again and try to selected the the token and use the following macro. /em uses @{selected|repeating_monsterweapons_$0_weaponname} I hope this helps you get started. If not, then please write me a private message with a link to your game. Then we can try and join together and I'll help you getting it to work if we can find a time where we are both online :)
Thanks Peter.&nbsp; this is quite helpful
1665350604

Edited 1665351740
here is the code I wrote for the macro.&nbsp; it works just fine now.&nbsp; thanks! &amp;{template:2Eattack}{{title=@{selected|token_name} attacks}}{{subtitle=@{target|token_name}}}{{weapon_used=using a&nbsp; @{selected|repeating_monsterweapons_$0_weaponname}}}{{ac_hit=[[@{selected|repeating_monsterweapons_$0_ThAC0}-(1d20)]]}}{{dmg_s=[[@{selected|repeating_monsterweapons_$0_damsm}]]}}{{dmg_l=[[@{selected|repeating_monsterweapons_$0_daml}]]}}{{crit=[[1t[Fighter_Critical]]]}}{{fumble=[[1t[fumble-melee]]]}} /desc SPECIAL EFFECT: @{selected|repeating_monsterweapons_$0_damspecial} Here is a screenshot of the character sheet for the monster template I created This is what it looks like for the Trolls with respect to the other macros I went through a number of previous posts by others in this thread and built these: I wanted to have an easy to access stats to the monster/NPC.&nbsp; so I created a macro button to do this: Monster Stats I wanted to have an easy to access basic info on the monster whispered to me as a GM, without having to open up the character page &amp;{template:default} {{name=@{selected|character_name} Stats}} {{Armor Class= @{selected|monsterarmor}}} {{Hit Dice=@{selected|hitdice} + @{selected|monsterhpextra}}} {{Movement= @{selected|movement}}}&nbsp; {{MAGIC RES= @{selected|monsterthac0}}} {{ThAC0= @{selected|monsteratknum}}} {{# of Attacks= @{selected|monsteratknum}}} {{Combat= @{selected|monsterdmg}}} {{Special Attack=@{selected|monsterspecattacks}}} {{Special Defense=@{selected|monsterspecdefenses}}} the saves macros someone else created.&nbsp; here they are: this one sends a whisper to me as the GM /w gm GM &amp;{template:2Edefault}{{name=@{selected|token_name}'s Saving Throw!}}{{[Paralyzation](! #MON_PARALYZATION) [Poison](! #MON_POISON) [Death](! #MON_DEATH-MAGIC) [Rod](! #MON_ROD) [Staff](! #MON_STAFF) [Wand](! #MON_WAND) [Petrification](! #MON_PETRIFICATION) [Polymorph](! #MON_POLYMORPH) [Breath Weapon](! #MON_BREATH-WEAPON) [Spell](! #MON_SPELL)}}{{desc=}}{{[Monster's Item Saves](! #MON_ITEM-SAVES)}}{{color=red}} Each Monster Save macro looks something like this: /w gm &amp;{template:2Esave}{{savevs=Poison}}{{character=@{selected|token_name}}}{{savetarget=[[@{selected|monpoitar}]]}}{{saveroll=[[(d20)+(?{Situational Modifiers|+0})]]}}{{color=red}} the Monster's Item Saves button is this: /w gm &amp;{template:2Edefault}{{name=@{selected|token_name}'s ITEM Saving Throw!}}{{[Bone](! #MON_SAVE-AS-BONE) [Cloth](! #MON_SAVE-AS-CLOTH) [Glass](! #MON_SAVE-AS-GLASS) [Leather](! #MON_SAVE-AS-LEATHER) [Metal](! #MON_SAVE-AS-METAL) [Oils](! #MON_SAVE-AS-OILS) [Paper](! #MON_SAVE-AS-PAPER) [Potions](! #MON_SAVE-AS-POTIONS) [Pottery](! #MON_SAVE-AS-POTTERY) [Rock / Crystal](! #MON_SAVE-AS-ROCK-CRYSTAL) [Rope](! #MON_SAVE-AS-ROPE) [Thick Wood](! #MON_SAVE-AS-THICK-WOOD) [Thin Wood](! #MON_SAVE-AS-TH IN-WOOD) }}{{desc=Saving Throw Notes:}} The saves themselves are similar to this: /w gm &amp;{template:2Esave}{{character=@{selected|token_name}'s ?{What is the name of the item in question?|METAL Item}}}{{savevs=?{What Damage Type?|Acid|Crushing Blow|Disintegration|Falling|Magic Fire|Normal Fire|Cold|Lightning|Electricity}}}{{savetarget=[[?{What Damage Type Again?|Acid,13|Crushing Blow,7|Disintegration,17|Falling,3|Magic Fire,6|Normal Fire,2|Cold,2|Lightning,12|Electricity,2}]]}}{{saveroll=[[(d20)+(?{Situational Modifiers|+0})]]}} Basically, I am using what others already figured out and pulling it together to make it as easy for me as possible.&nbsp; the objective is to get to information quickly without disrupting the flow of the game.&nbsp; I am slowly getting there with your help :) now to figure out how to do a mass initiative that puts all PCs and 1 monster (for all monsters) in the Initiative Tracker, instead of requiring the players to roll initiative individually.&nbsp; the difficult part here is that none of them use the character sheet, except for 2 of us. LOL
1665386362
Peter B.
Pro
Sheet Author
gabriel b. said: Basically, I am using what others already figured out and pulling it together to make it as easy for me as possible.&nbsp; the objective is to get to information quickly without disrupting the flow of the game.&nbsp; I am slowly getting there with your help :) now to figure out how to do a mass initiative that puts all PCs and 1 monster (for all monsters) in the Initiative Tracker, instead of requiring the players to roll initiative individually.&nbsp; the difficult part here is that none of them use the character sheet, except for 2 of us. LOL That is how everyone makes stuff works. Snatch whatever you can, edit it to figure out how it works, and then modify it to make it fit your scenario.&nbsp; I am glad that my guidelines were helpful! About the initiative, I do not think it is possible to do that with just the sheet and macros. I know that there are APIs that can do that. Looking from your macros above it seems like you already are using APIs, so you might just need to find it. I have never used APIs myself, as in my games, everyone uses the character sheet (and they better be with all the work I put into it! xD). So my best suggestion would be to search the forums and wiki about APIs and see if you can find it.
Peter B. said: gabriel b. said: Basically, I am using what others already figured out and pulling it together to make it as easy for me as possible.&nbsp; the objective is to get to information quickly without disrupting the flow of the game.&nbsp; I am slowly getting there with your help :) now to figure out how to do a mass initiative that puts all PCs and 1 monster (for all monsters) in the Initiative Tracker, instead of requiring the players to roll initiative individually.&nbsp; the difficult part here is that none of them use the character sheet, except for 2 of us. LOL That is how everyone makes stuff works. Snatch whatever you can, edit it to figure out how it works, and then modify it to make it fit your scenario.&nbsp; I am glad that my guidelines were helpful! About the initiative, I do not think it is possible to do that with just the sheet and macros. I know that there are APIs that can do that. Looking from your macros above it seems like you already are using APIs, so you might just need to find it. I have never used APIs myself, as in my games, everyone uses the character sheet (and they better be with all the work I put into it! xD). So my best suggestion would be to search the forums and wiki about APIs and see if you can find it. you are right.&nbsp; I spent the greater part of yesterday trying to figure it out.&nbsp; Unfortunately the account who created the game i will be DMing in is not a pro acct.&nbsp; The APIs i found that would help, require that membership level.&nbsp; It's all good.&nbsp; We can do individual initiatives for now. Thanks again
1665508696
Richard @ Damery
Pro
API Scripter
Peter, I hope you don't mind me posting this here, but I suspect you have more potentialy interested people following your thread than mine... I am proposing to run one or more Demo and Q&amp;A sessions for the RPGMaster series of APIs for Peter's Advanced D&amp;D2e Character Sheet as simultanious Roll20 game session and Skype screenshare broadcast of my GM screen so you can both play the game and see how I'm using the APIs to run it. If you are interested, please follow this link to find details .
1665553102
Peter B.
Pro
Sheet Author
Richard @ Damery said: Peter, I hope you don't mind me posting this here, but I suspect you have more potentialy interested people following your thread than mine... I am proposing to run one or more Demo and Q&amp;A sessions for the RPGMaster series of APIs for Peter's Advanced D&amp;D2e Character Sheet as simultanious Roll20 game session and Skype screenshare broadcast of my GM screen so you can both play the game and see how I'm using the APIs to run it. If you are interested, please follow this link to find details . I don't mind. Plug away :)&nbsp;
roll20 specific question here, I hope someone knows.&nbsp; the DM who created the game is only Plus level with Roll20.&nbsp; if I go Pro, since he made me co-DM in his game, would I be able to load APIs in the game he created?&nbsp; I am thinking no, but I wanted to check before I upgrade my personal account...or gift him the upgrade :)
1666151531
Gauss
Forum Champion
gabriel b. said: roll20 specific question here, I hope someone knows.&nbsp; the DM who created the game is only Plus level with Roll20.&nbsp; if I go Pro, since he made me co-DM in his game, would I be able to load APIs in the game he created?&nbsp; I am thinking no, but I wanted to check before I upgrade my personal account...or gift him the upgrade :) No, the game owner's account level sets things. So you will probably want to gift the upgrade.
1666160508

Edited 1666160680
Peter B.
Pro
Sheet Author
Magic resistance bugfix. 4.13.1 Github PR: Pull Request Hello everyone. Yesterday, we had to use magic resistance in my game and I discovered that the calculations were wrong. So I went right in and fixed it. This bug was introduced in version 4.8.0, when roll templates was added to saving throws and magic resistance. With this fix all positive modifiers makes the check easier &nbsp;and all negative modifiers make the check harder to make. Before After Character Character Monster Monster That is it for this time More larger stuff is coming later down the line, so stay tuned! :)
Peter, can you share a sample script for a magic resist check macro?
1666250186
Peter B.
Pro
Sheet Author
gabriel b. said: Peter, can you share a sample script for a magic resist check macro? I am using The 2Echeck templates. You can read the documentation here&nbsp; <a href="https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet" rel="nofollow">https://wiki.roll20.net/ADnD_2nd_Edition_Character_sheet</a> The easiest way to get an example of a templates is to open the sheet and roll one. Once it has been printed to The chat, select the chat box, as if you were going to write a new message, and press the up arrow on your keyboard. This will show you the last message printed, and thereby show you the code for The roll templates that was just rolled.&nbsp;
Awesome.&nbsp; Thank you
hi! Why I don't see the critical system 2? I've checked all boxes on setup... Thanks!
1666438567

Edited 1666594462
Peter B.
Pro
Sheet Author
Gabriele B. said: hi! Why I don't see the critical system 2? I've checked all boxes on setup... Thanks! Hello Gabriele You need to select the Player's Option weapons for the Crit 2 system to show up. If you start using the Crit 2 system, please let me know if you find any issues, or how it feels to use. I have only tested it myself, but not actually tested it in a real game. If any information is missing or could be explained better, please let me know. Note : You do not need to check any of the books on the settings page for Crit II to work :) Please take note that the Crit II system follows the Combat &amp; Tactics book. The critical hit system 2 from the Player's Handbook have not been implemented as it has some technical issues to implement into Roll20
Perfect! Thanks so much! I will try! Peter B. said: Gabriele B. said: hi! Why I don't see the critical system 2? I've checked all boxes on setup... Thanks! Hello Gabriele You need to select the Player's Option weapons for the Crit 2 system to show up. If you start using the Crit 2 system, please let me know if you find any issues, or how it feels to use. I have only tested it myself, but not actually tested it in a real game. If any information is missing or could be explained better, please let me know. Note : You do not need to check any of the books on the settings page for Crit II to work :) Please take note that the Crit II system follows the Combat &amp; Tactics book. The critical hit system 2 from the Player's Handbook have not been implemented as it has some technical issues to implement into Roll20
1668458278

Edited 1668458298
Peter B.
Pro
Sheet Author
Possible upcoming changes Hello everyone. I have been hard at work to verify all my data. All this time have given me great ideas for improving the layout and design of the character sheet.&nbsp; I have plans for greatly slimming down the spells, so that they take up only a single line, similarly to weapons or psionic powers. For this to be successful I plan to remove the Roll Spell Effect &nbsp;button from the priest and wizard spells, ie. this button: For a quick reminder, this button is the one that takes whatever is written in the effect field and just prints it out. The button Roll Template &nbsp;that prints all the information as a Roll Template, will stay and be the only way to print out spells using the new format. I am doing this to remove clutter. In my games I have had players click both button, and keep asking for what button to click to get the desired effect. As we always want the template and it is also the only button that work for monsters when rolling hidden spells that the players should not see, it only ever makes sense to use the template button. I originally added the effect button to mirror the logic of the old spell fields, but as things have evolved, I see no need for it anymore. So I am writing out to hear if the community is using the button. If you are using the Roll Spell Effect &nbsp;button, please let me know why and how you are using it. If I do not hear back from anyone using the button, then it will get removed :)
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My players only use it by accident.
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Peter B.
Pro
Sheet Author
Lexin said: My players only use it by accident. Exactly the same for me :)
Also for my players Peter B. said: Lexin said: My players only use it by accident. Exactly the same for me :)