Roll20

Discussions about the 20th Anniversary Edition
Forum rules
No cyber-bullying, no racism, no spam! Keep discussions civil and respectful or you will be banned!
User avatar
andrew
Posts: 1265
Joined: Thu Apr 25, 2013 10:39 am
Contact:

Re: Roll20

Post by andrew »

I think it'd be best if we add each other on Discord (avalkauskas#8923). I have a game tonight and 1 new player last week and another new player this week, so those dweller sheet integrations would be great right around now. ;)
antandegis
Posts: 1
Joined: Sun Jun 21, 2020 7:23 am
Contact:

Re: Roll20

Post by antandegis »

:o :D :D
User avatar
andrew
Posts: 1265
Joined: Thu Apr 25, 2013 10:39 am
Contact:

Re: Roll20

Post by andrew »

Josh updated his scripts and posted a new video here
https://www.youtube.com/watch?fbclid=Iw ... shuaStomel
jstomel
Posts: 74
Joined: Thu Jan 09, 2020 2:43 pm

Re: Roll20

Post by jstomel »

Josh updated his scripts and posted a new video here
https://www.youtube.com/watch?fbclid=Iw ... shuaStomel
I updated the video as Andrew posted. The character sheet and scripts are available in the roll20 repositories. I have just submitted an updated sheet with a bug fix (one of the runes was not matched properly) and using the rune symbols instead of the rune names.

I am currently working on a v2.0 of the character sheet that implements RGS3, has some rune usability updates and maybe has a lifepath page.

Question: Does anyone plan to use social abilities with RGS2 characters? The 2.0 character sheet will have an RGS2 character sheet that looks like the current one and an RGS3 character sheet that has socials. Would anyone use an RGS2 sheet with an entry for social abilities?

If anyone notices any bugs in the character sheet or scripts, please post them here. An updated companion script with options for RGS3 playmats, improvements to alka token generation, and a setup script is my next project
jstomel
Posts: 74
Joined: Thu Jan 09, 2020 2:43 pm

Re: Roll20

Post by jstomel »

Here are links to download the latest version of the roll20 character sheet (RGS3 beta test).
Changelog:
Sheet updated with social and passive ability types.
Ability types now display in the sheet.
Formatted for better readability.
Toggle added to sheet to indicate if it is RGS2 or RGS3 (necessary for !wyrd to know which playmat it is using).
Runes now display in their proper colors.
!wyrd and !cleanup updated to work with RGS3 playmat.
!alka now places tokens with 'controlledby: all' as the default.
!wyrd now automatically places cards in Front.

https://github.com/yehoshua1312/Yehoshu ... mpanion.js
https://github.com/yehoshua1312/Yehoshu ... -test.html
https://github.com/yehoshua1312/Yehoshu ... N-test.css
User avatar
andrew
Posts: 1265
Joined: Thu Apr 25, 2013 10:39 am
Contact:

Re: Roll20

Post by andrew »

Open seat at the monday night roll20 game 8pm EST whomever may be interested :)
Fair warning: It's a beta test of Children of Eriu content (all content in online PDFs)
jstomel
Posts: 74
Joined: Thu Jan 09, 2020 2:43 pm

Re: Roll20

Post by jstomel »

New version of RGS3 beta HTML and CSS (links remain the same).

Changelog:
Fixed a bug with tracking runes used for the !build script (I think, let me know if your decks aren't building properly)
Changed the size box to Base Size and added a different box for modified size, powers that change size should now be reflected properly
Added a lifepath page
jstomel
Posts: 74
Joined: Thu Jan 09, 2020 2:43 pm

Re: Roll20

Post by jstomel »

Release Candidate for the Roll20 character sheet and companion app v2.0
Changelog from the previous version:
1) Changes to conditions made from within the character sheet are no longer reflected to the playmat. This function is now handled by the new inflict script
2)New !start script will create an appropriately named Playmats map for your game and place a playmat on it that can be copied and pasted
3)Newly created characters now automatically created with Wyrd, Cleanup, Stun, and Inflict ability macros built in
4)A "README" handout explaining the companion script functions is automatically created upon game start if it doesn't already exist
5) If you change the character type (RGS2 vs RGS3) the Inflict ability macro automatically updates to reflect this (different commands for RGS2 vs RGS3 conditions)

Available here:
https://github.com/yehoshua1312/Yehoshu ... N-test.css
https://github.com/yehoshua1312/Yehoshu ... -test.html
https://github.com/yehoshua1312/Yehoshu ... mpanion.js
Garkaun
Posts: 7
Joined: Sun Mar 07, 2021 10:40 pm

Re: Roll20

Post by Garkaun »

So we are embarking on a Fate of the Norns game on roll20 after our previous game was cut prematurely short by the dm. They have built characters and I got there decks built. But when we try to wyrd runes it says "Create a deck named @(character_name)".... I have created decks with each characters name already. What am I missing? First game is Friday and I'd like to have all the bugs worked out if possible or it may turn new players off this wonderful game.
jstomel
Posts: 74
Joined: Thu Jan 09, 2020 2:43 pm

Re: Roll20

Post by jstomel »

So we are embarking on a Fate of the Norns game on roll20 after our previous game was cut prematurely short by the dm. They have built characters and I got there decks built. But when we try to wyrd runes it says "Create a deck named @(character_name)".... I have created decks with each characters name already. What am I missing? First game is Friday and I'd like to have all the bugs worked out if possible or it may turn new players off this wonderful game.
So there are a few things I need to know

1) Are you using the sheet/script from roll20 or the beta version I posted here?
2) Did you use the !build command to create the decks?
3) Can you verify that the name of the deck is exactly the same as the Character Name field on the character sheet, including capitalization, punctuation, and whitespace?
Post Reply