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beyond20's Issues

Add support for superiority die

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.

Error Sending HP Update

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.

Support for special features

This issue is to track the special features that need to be supported:

  • Sneak attack: Done
  • Disciple of Life: Done
  • Jack of all trades on raw abilities : Done
  • Sharpshooter and Great weapon master: Done
  • Improved/Superior Critical : Done
  • Brutal critical: Done
  • Savage Attacks: Done
  • Rage damage: Done
  • Great Weapon Fighting: DONE
  • Blood Hunter's Crisom Rite: DONE
  • Hex Blade's curse critical threshold : DONE
  • Oath of heroism critical threshold: DONE
  • Dread Ambusher extra damage for Ranger Gloomstalker : DONE
  • Rogue's Assassinate: DONE

TODO:

  • Elven Accuracy: TODO (Display separate roll ?)

Use browserAction for chrome and FVTT

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.

Healing Word

image
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).
image
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 :(

Improve homebrew monster parsing

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.

Roll max

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.

Support for Homerule: Critical Hit damage

Optional Critical Hit damage rules:

  • additional roll is always perfect e.g.
    Great Axe crit damage bonus would be 12 instead of 1d12.
  • add weapon attribute to crit roll e.g.
    Great Axe crit damage bonus would be 1d12 + {STRmod} instead of 1d12.
  • additional roll mirrors the normal role.

roll20 chat posts not working on v0.3

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

sometimes stops working in Firefox

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.

Hitting the "roll" button from dndbeyond just prints a blank line in roll20

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

Cast spell on monster details page

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

FVTT: Roll sound isn't playing for attack/damage rolls

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.

Add support for per-character separate roll

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.

Monster stat parsing breaks with "+1 weapon"

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.

Display spell card in spell pages doesn't work

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

Damage output bug for custom weapons

2019-05-09 (2)_LI

As you can see in the first image where the arrow is pointing, there is a modifier added that gives +1 piercing damage to the weapon.

2019-05-09 (4)_LI

In the second image you can see that it's putting that +1 with the +7 and creating a +71 when it should be +8 total.

Savage Attacks & Legendary Criticals

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!

Cure Wounds and Moonbeam also roll extra dice for crits.

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!

Add option to disable auto-roll damage

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.

Add custom dice to add to rolls

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.

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