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View Code? Open in Web Editor NEWD&D Beyond Character Sheet Integration in Roll20
License: GNU General Public License v3.0
D&D Beyond Character Sheet Integration in Roll20
License: GNU General Public License v3.0
Like adding a nice custom skill, and handle the case where we're not setting the ability, so no modifier...
https://www.dndbeyond.com/spells/enlarge-reduce#
https://gyazo.com/8de62605c9d351cdfedbc233dd2c1b52
This button doesn't work when trying to send the spell's info to Roll20.
Is there something I should update or do differently?
Thanks!
Roll damages in FVTT only display already rolled values. It needs to actually make the roll. Could also maybe find a way to have the roll button work in native app or for other players too ?
Sorry to bother, but I was checking with a friend and Cure Wounds and Moonbeam so far do the same stuff as Healing Word. It keeps rolling double dice because it recognizes the roll as Critical. Maybe all the healing spells are affected, and damage rolls from spells which require a Saving Throw from a target (Create Bonfire, Blight, Frostbite...) do the same thing.
It works fine with spells that require an attack roll first. The 1st level spells that have this condition can be thrown properly from the text since the dices are standard (besides healing spells). When it comes to higher level spells is when the thing gets messy.
Thanks for your hard work!
Most homebrew monsters don't seem to adhere to the strict formatting rules. For those using someone else's homebrew monster, they can't fix the formatting, so having the parser be smarter would be very useful.
Amazing work - thank you for putting this out there!
I noticed in testing out this plug in that you refer to "Brutal Critical and Save Attacks" in both the feature list on the website and on the in-app settings toggle. I think you intended it to say "Brutal Critical and Savage Attacks". Further more, savage attacks do not appear to be working for me with a half orc using any of the three weapons I tried (Longsword, Greatsword, Yklwa). The crit damage rolled is only the standard crit damage. I can DM you the sheet link if you find that useful.
Lastly, I notice the improved critical could not be turned on for Oath of Heroism Paladins using the Legendary Criticals class feature, but as this is a UA class still, probably not worth adding to the core app yet.
Thanks again for all your work and I hope you find this feedback useful!
Not the biggest of problems but when I roll using the DnDBeyond character sheet it doesn't make the roll sound. However, saving throws or skills checks make a roll sound. Perhaps due to the chat card template (saves, skills, etc have the default card theme whereas the attacks have a different card theme)?
Also not sure if related but sometimes if I do an attack roll using DnDBeyond and then a normal roll afterwards, I get two roll sounds after one another. However this only happens occasionally and I'm not able to continuously reproduce so might not be related.
As title says. Tested on both damage roll from Foundry vs damage roll from Beyond20. Looks like when using the "Apply Damage" drop down for the Beyond20 damage roll, the "attributes.hp" options get deleted from the token's bar drop down. My screen recording is too big to attach so will send via discord.
See https://www.dndbeyond.com/monsters/beholder
Rays aren't in bold so they appear as empty strings.
Look for first stop if there is no em/strong.
main feature: auto add to tracker.
I am getting the following error when doing HP updates in D&D Beyond VM3245 roll20_script.js:5390 Uncaught TypeError: Cannot read property 'Campaign' of undefined
.
It comes from line 5 of roll20_script.pyj
, looks like there's no d20 object on window but there is a window.Campaign.characters
.
Need a button that doesnt output the text and description of the tools but allows you to roll with profienciy and skill (if any) certain equipment items such as tools and playing cards.
Suggestion : Modifying HP from a R20 token would make the HP change in D&D Beyond
It seems a lot of people don't realize there are options by clicking on the toolbar icon, better have that icon added to the DOM.
https://developer.mozilla.org/en-US/docs/Mozilla/Add-ons/WebExtensions/API/browserAction/openPopup
someone suggested having the dice details shown, so you would have all roll commands sent as /roll
instead of using a template.
if I run an encounter with a spellcasting monster I open up the monster details page to see its spells
I can click the to hit button to roll the hit but then if I need to roll damage I first need to open the spell page to klick the damage roll
Suggested on reddit, have an option to show the rolls to the players but hide the name of the monster and the name of the attack.
Add an option to say if a character is dual wielding or not (for versatile damage)
Hi my party has version 0.2 and roll20 chat posts are working for them, we have same settings (roughly since they changed a bit), "Other Templates" is selected and it was working previously
first off not a programmer. But i have found that in firefox when it says a d4 on spells and you click on it to roll the d4 in roll20 its always the number after the "d" looks like its missing the "1" in 1d4 in most of the spells like bless or bane hope this helps.
See Galley or avernus vehicles.
In the case of Elemental Weapon, Bless, Guidance, etc.. be able to specify the custom dice to add to rolls or damage.
Low priority because of potential options menu clutter.
ValueError
message: "Invalid literal for int with base 10: "
name: "ValueError"
stack: "Error↵ at ValueError.__init__ (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/dndbeyond_spell.js:1809:19)↵ at ValueError.__init__ (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/dndbeyond_spell.js:1890:66)↵ at new ValueError (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/dndbeyond_spell.js:1886:35)↵ at ρσ_int (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/dndbeyond_spell.js:34:15)↵ at sendRoll (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/dndbeyond_spell.js:8271:25)↵ at displaySpell (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/dndbeyond_spell.js:8672:13)↵ at HTMLAnchorElement.ρσ_anonfunc (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/dndbeyond_spell.js:8700:21)↵ at HTMLAnchorElement.dispatch (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/jquery-3.4.1.min.js:2:42571)↵ at HTMLAnchorElement.v.handle (chrome-extension://jgjalbmkhkaeckioeghobcffgmceoogk/src/jquery-3.4.1.min.js:2:40572)"
ρσ_object_id: 4
__proto__: Exception
Hard to find a way to do Fight/Battle Master maneuvers support, but maybe highlight the "one superiority die" in the descriptions to make it roll the appropriate die.
It's possible if I use 'rname' and 'rnamec' and make those into clickable links. They'll have to appear like the pink buttons in the spell descriptions, but it would work.
If I find a way to create macros I could call them with rname, but I'm not sure I want to pollute macros or depend on being able to create macros.
This issue is to track the special features that need to be supported:
TODO:
the name in the button itself gets modified and it adds the dice button within the weapon attack button, and the "+1 weapon-name" inside the dice icon attribute also seems to have been replaced and it breaks the text.
when it has bullet points, it doesn't display their content. See mage hand legerdemain
for example.
Suggestion from Greg O'Grady from chrome store support :
Just like spells have a 'display spell card' option, should be able to display a weapon or an action/attack details onto Roll20.
Reported on Discord, but it seems that midgame, it could stop working in FF, icon disappears from toolbar. restarting FF worked for one user, but didn't for another.
track condition changes into status effect icons in the VTT
I used Healing Word using the command "cast on Roll20" through the extension. Two dices were thrown and it took the highest (4) and then added the 3 to the final result (is the last 7 in the Roll20 chat).
And then I kept trying until in one of the throws it took the lower result (2) before adding +3.
The thing is that I don't get why it throws 2 dices if I have the auto advantage o disadvantage disabled. Sorry for being an inconvenience :(
Things like Jack of all Trades or Disciple of Life that aren't taken into account for raw ability checks and healing spells respectively. Having an option to set those for individual characters would be good.
just update the value...
For example: Chromatic Orb, Chaos Bolt, Magic Weapon, Shadow blade (?), Absorb Elements, etc...
If auto-roll damage is disabled, clicking 'roll damages' will re-roll all damage but not re-calculate the total values.
Optional Critical Hit damage rules:
New campaign. Any ideas?
Didn't find a roll template called 'simple' app.js:559:23273
incoming https://app.roll20.net/assets/app.js?1568130243:559
h https://app.roll20.net/assets/app.js?1568130243:559
startup https://app.roll20.net/assets/app.js?1568130243:559
Zb https://app.roll20.net/assets/firebase.2.4.0.js:203
gc https://app.roll20.net/assets/firebase.2.4.0.js:52
cc https://app.roll20.net/assets/firebase.2.4.0.js:30
dc https://app.roll20.net/assets/firebase.2.4.0.js:29
Ob https://app.roll20.net/assets/firebase.2.4.0.js:221
Ob https://app.roll20.net/assets/firebase.2.4.0.js:259
r https://app.roll20.net/assets/app.js?1568130243:559
u https://app.roll20.net/assets/app.js?1568130243:559
delay https://app.roll20.net/assets/base.js?1568130237:6
Would you consider adding support in the future for more virtual tabletops, such as the web client for http://foundryvtt.com/ ?
A custom action that doesn't have a to-hit value but does have a damage value appears as a trait instead of rolling the damage without the to-hit rolls.
Reported by @SilkyMonkness in D&D Beyond forum
having an all_urls permission causes the chrome extension to spend a week in review on the chrome webstore. I need to use browser actions to avoid the broad permissions.
This will cause FVTT users to be forced to click the Beyond20 icon before it gets enabled but there doesn't seem to be another choice unfortunately.
Like the custom die roll, but instead of adding, make it a separate roll. Could be useful for rolling 1d100 for wild magic for example.
I don't think I want to add this at this time since a macro in R20 would be a better way to do this and there's a limit to how much automation can be done.
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