Tabletop Simulator

Tabletop Simulator

Dungeons and Dragons (DnD) 5e - Game Session Setup
 This topic has been pinned, so it's probably important
RezMar  [developer] 27 Mar, 2017 @ 1:00pm
Report any bugs and errors
Please report here anything that is wrong in the mod.
Error in spelling in cards.
Missing content or missing information in cards.
...
Last edited by RezMar; 8 May, 2017 @ 9:15am
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Showing 1-15 of 42 comments
Xiro 22 May, 2017 @ 4:33pm 
I am getting and error that says: "WWW Image error: Could not resolve host: u.cubeupload.com" when loading the initiative bar.
Meracoid 22 Jun, 2017 @ 6:34pm 
For some reason on monster cards and monster tokens, I am unable to access them. Checked the Lua script, and there is nothing there.
Breadwinka 4 Aug, 2017 @ 11:22pm 
d100 is broken
bjwlivinlarge 4 Sep, 2017 @ 8:21am 
when I try to load in the modern character sheets in multiplayer, the error "function <edit button>; could not find matching button index" appears. really hurting my group's ability to play. please help
RezMar  [developer] 9 Oct, 2017 @ 3:02am 
OK mod is updated...
A lot of fixing is done.

If you find any new or old error please tell.

If you find any text errors on cards please write it... I know there are some cards that needs fixing... (3 cards)
FancyCat 23 Jan, 2018 @ 4:57pm 
using the stage and dragging the table things over i get a "failed allignment" error, and i am the onlyone that sees it change.
OnkelToffel 3 Sep, 2018 @ 5:09am 
First bug I've encountered is that the things that I fill in with the cubes won't save. I gave the new update a look yesterday and obviously tried out the new sheets, they look nice btw, but today when I loaded the save all stats were gone. I tried to save sheet and see if it carried over when I spawned it in but unfortunatly no.
RezMar  [developer] 3 Sep, 2018 @ 5:53am 
Yea I am aware of the bug... it wan't save tne cubes.
For now only solutions is to make separate bag for character sheet that will you save cubes when you save the game.
CMDR KERO 10 Jan, 2019 @ 5:22pm 
Figured it would be better for me to post here.

https://gist.github.com/marth141/aa6de13006c0b5466de2aa60d16ad668

Here is some modified code for the character sheets. It still doesn't save yet, but to explain what I did here...

After I took inventory of everything going into the saved data object, I started to reconstruct that kind of object with a "Serialize" funtion where the intent is to follow a standard JSON structure where the properties of the JSON are named properly.

CharacterStats.CharacterName should return your character name, and it should follow like this through out.

The problem I'm now having is how tabletop simulator handles a json throughout code. It's still being worked on, but having something this week was asking too much of myself. I'm still working actively at this though.
CMDR KERO 10 Jan, 2019 @ 5:25pm 
https://www.diffchecker.com/UT247TpT

Here is a current diff of the original code vs my attempt at working on properly saving a character sheet.
RezMar  [developer] 10 Jan, 2019 @ 10:37pm 
I hope you find a solution. I really want to make character sheets to save.
Same is for Starfinder. Because I am updating Starfinder too, sheets and a lot of new content.

Dnd will have new content too when I find the time.

Thanks for your hard work.
CMDR KERO 18 Jan, 2019 @ 5:35pm 
https://www.diffchecker.com/t7uae1Vi

Here's another diff of my latest code. I have the character stats put into a proper lua table that can be used throughout the code.

The idea is that you should only have to decode and encode from json to json once.

The issue now, is that just about every value needs to be updated to this new data structure and working through updating all these values is going to take a while.
CMDR KERO 18 Jan, 2019 @ 5:44pm 
The way this data structure would work is instead of having to assess your saved data with the array position e.g. print(saved_data[0]) Outputs: "CharacterName"

You can simply use, print(global_characterStats.characterName) which outputs the same name, but in a way that makes sense.

This is convenient because it mimics an actual json structure and usage. This means that when you save and load data, you can manipulate the data exactly how you saved it and with terms that easier to understand for people.
CMDR KERO 18 Jan, 2019 @ 5:46pm 
The idea now is...

1. On saved data load, assign these values all into a table that exists in the code. i.e. global_characterStats variable.

2. Anytime stat updates happen, they should always hit global_characterStats.statToBeUpdated, where it'll be retained in the game state memory.

3. At the end of a stat update, this global_characterStats lua table variable can be encoded into JSON and saved to permanent storage of the game.

What this also means is that everywhere where an index is being defined can be removed because there is no more need for indexes. All of those number based indexes are changed to term based.
Last edited by CMDR KERO; 18 Jan, 2019 @ 5:48pm
StygianAbyss 25 Jan, 2019 @ 3:00am 
First, this mod has been a lifesaver to help with my game.

I have a player who is interested in the Bladesinger from the Sword Coast Adventurer Guide and I couldn't find it amongst the wizard subclasses. Is there plans for any of the SCAG subclasses to be added?
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