Perfect.
1) We are using the sheet/script from roll20. I didn't even know there was a beta version here.
2) I did use the !build command for each of the players and
3) The names are the same for the deck as they are on there character sheet. None of them have punctuation.
Roll20
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Re: Roll20
I sent you a PMPerfect.
1) We are using the sheet/script from roll20. I didn't even know there was a beta version here.
2) I did use the !build command for each of the players and
3) The names are the same for the deck as they are on there character sheet. None of them have punctuation.
Re: Roll20
Hi jstomel. I can't send a pm for some reason but I did send you a roll20 invite. Have to leave for work but will try to promote you to a gm.
Re: Roll20
Ok, Im in. I just need a promotion to GM and I'll take a lookGarkaun wrote:Hi jstomel. I can't send a pm for some reason but I did send you a roll20 invite. Have to leave for work but will try to promote you to a gm.
Re: Roll20
Friend will promote you as I am at work. I do have a couple questions for you but can't pm you on here. Could I ask them via email? They will be easy answers.
Re: Roll20
Sure, just let me know who you are in the email.Garkaun wrote:Friend will promote you as I am at work. I do have a couple questions for you but can't pm you on here. Could I ask them via email? They will be easy answers.
Found out what was the issue in your game. In the ability macros you need to use curly brackets {} not parenthesis (). I fixed them for Baleygr so you have a template to copy/paste from.
The script 2.0 will automatically add the necessary scripts to newly generated characters to avoid this.
Re: Roll20
Thank you so much. Seems like an easy fix but a silly oversight on my part.
Re: Roll20
Exciting News!
Version 2.0 of the character sheet and script are officially released. For now, when you are adding the FotN Companion script you need to use "Import" rather than "Add Script" (for some reason "add script" defaults to the 1.0 version of the script, don't know why yet). A demo video on how to use everything is here https://youtu.be/kabfP442mLQ
Changelog:
1) Sheet is now compatible with RGS3 and Children of Eriu. There is a toggle at the top of the sheet to tell the script which version you are using. The RGS3 sheet is accessable with a tab at the top of the sheet.
2) Rune symbols rather than names are used in abilities. In the RGS3 sheet these symbols are color coded
3) A lifepath tab has been added to keep track of stuff
4) A section for social abilities has been added to the RGS2 sheet if you want to play "RGS2 + Social"
5) Changes to conditions in the "current" section of the character sheet are no longer reflected to the playmat. Instead, an "inflict" script will alter conditions on the playmat.
6) New characters will be generated with Macro/script commands automatically built in. Pre-existing characters will not be affected. You will need to go into the "Attributes & Abilities" section and click the checkbox for "show in macro bar" for easy access
7) Setup has been made easier. A new !start script will automatically format and name the map with the players tab to be a Playmats tab and import a copy/paste-able playmat
8) A README file is automatically generated on game start that has basic instructions on sheet/script use
Please let me know about bugs and feature requests here in this thread
Edit: issue with "Add Script" has been fixed, you can now use that to get the api script in the game
Version 2.0 of the character sheet and script are officially released. For now, when you are adding the FotN Companion script you need to use "Import" rather than "Add Script" (for some reason "add script" defaults to the 1.0 version of the script, don't know why yet). A demo video on how to use everything is here https://youtu.be/kabfP442mLQ
Changelog:
1) Sheet is now compatible with RGS3 and Children of Eriu. There is a toggle at the top of the sheet to tell the script which version you are using. The RGS3 sheet is accessable with a tab at the top of the sheet.
2) Rune symbols rather than names are used in abilities. In the RGS3 sheet these symbols are color coded
3) A lifepath tab has been added to keep track of stuff
4) A section for social abilities has been added to the RGS2 sheet if you want to play "RGS2 + Social"
5) Changes to conditions in the "current" section of the character sheet are no longer reflected to the playmat. Instead, an "inflict" script will alter conditions on the playmat.
6) New characters will be generated with Macro/script commands automatically built in. Pre-existing characters will not be affected. You will need to go into the "Attributes & Abilities" section and click the checkbox for "show in macro bar" for easy access
7) Setup has been made easier. A new !start script will automatically format and name the map with the players tab to be a Playmats tab and import a copy/paste-able playmat
8) A README file is automatically generated on game start that has basic instructions on sheet/script use
Please let me know about bugs and feature requests here in this thread
Edit: issue with "Add Script" has been fixed, you can now use that to get the api script in the game
Re: Roll20
I just sent a message via the home page WRT Fantasy Grounds development. I did it before I saw this thread. I would like to give it a shot would be fun to code for no dice.