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License: MIT License
Integrates your licensed content from D&D Beyond in your roleplaying gaming session using Foundry VTT
License: MIT License
Reported by: KitsuneKatari
People always fall into the same pit, perhaps it's time to provide some better usability
I am trying to import a character that is an Eldritch Knight (and now has access to Wizard spells). On import, the class lookup fails in getSpellPreparationMode (spells.js) as Fighter isn't one of the options. classPrepMode is then undefined.
if (prepMode) {
prepMode = classPrepMode.value;
};
For completeness, the spell happens to be Dancing Lights but I imagine that is irrelevant.
EDIT: And, as soon as I submitted this, I see there is an open pull request with this change (#62)
Reported by: solfolango77 on Source: VTTAssets Discord
Using this as a replacement for client-side fetching to load info from the server:
FilePicker.browse("data", "modules/combat-utility-belt/condition-maps").then(console.log)
Might be a better solution, while the existing one works flawlessly, too
Character in Question: https://www.dndbeyond.com/profile/FBates/characters/2140230
Text file of JSON attached.
UtherJson.txt
These are normally spells with saves. Some example spells I noticed importing from the Arcarnoloth monster: Chain Lightning and Finger of Death
If the spell is imported from the spell page it works.
If it is imported from the monster stat block or via the D&D Beyond character importer they don't always show up right:
After importing/reimporting a character from dndbeyond it looks like the hit dice for classes are all set to a d6. This made a short rest in our test session a little hectic :(
Reported by: Gryffindor on Source: VTTAssets Discord
The reason I ask, is that I suspect that VTTA isn’t registering Integrated Protection on Warforged PCs, but I didn’t know if it even mattered where the AC bonuses were coming from on import.
Reported by: Alarich on Source: VTTAssets Discord
Artificer enhanced infusion for a +1 AC on a selected armor is not being imported.
I imagine this could be fairly complex, so it's not a huge issue, can fix it manually.
I have no idea how artificers work, but let's see if I can find a pattern in the JSON
When importing a cleric, their domain spells are flagged as "always available" which means they do not use spell slots when cast.
These spells should be imported as prepared, not always available.
Reported by: thetreat
Should be able to import either way. To check: Beyond20 enabled, is importing still possible?
Spells imported from character sheet do not have "spell preparation mode" selection.
This results in spells not counting towards count of spells prepared, and thusly does not consume a spell slot when cast
potentially related to #46
Reported by: Targas on Source: VTTAssets Discord
Bug? When a monster is removed from the 'compendium', it can only be imported again, if there is no copy of it in the 'world' tab.
Reported by: Sataris on Source: VTTAssets Discord
Also, not sure if its a bug, or not implemented yet.
Monsters imported with the latest version that have legendary actions get a legendary action resource added on the main page of their char sheet, but does not have the number of actions added. Anyone able to confirm/deny they imported correctly in a previous build, or is it just not a thing yet?
Reported by: ohporter on Source: VTTAssets Discord
I'm seeing spell DCs reflecting the wrong value on a fresh import of a character from DDB. An F5 refresh works around it...seems like the code to calculate the DCs is not getting triggered after import.
Reported by: Liljestrand on Source: VTTAssets Discord
Here you go <@!144089283685384193> for the tortle question I had.
Attachments: Tortle.txt
Must be some kind of natural armor that is currently not processed
Reported by: Alarich on Source: VTTAssets Discord
I don't understand.. If you can reach the character page you have access to the JSON.
The only issue would be if the Character Privacy is set to Private, then you can't.
But if it's public and you have the link, then there should be no issue.
As an example:
https://www.dndbeyond.com/characters/7185276
https://www.dndbeyond.com/character/7185276/json
Nice find! Evaluate if we can use that for one-click updates after the initial import/ for general import
Reported by: Wolfe on Source: VTTAssets Discord
Attachments: message.txt
Missing spells for Warlock (again)
Reported by: Alarich on Source: VTTAssets Discord
I don't understand.. If you can reach the character page you have access to the JSON.
The only issue would be if the Character Privacy is set to Private, then you can't.
But if it's public and you have the link, then there should be no issue.
As an example:
https://www.dndbeyond.com/characters/7185276
https://www.dndbeyond.com/character/7185276/json
Nice find! Evaluate if we can use that for one-click updates after the initial import/ for general import
Importing adventure modules into Foundry VTT
Reported by: Melchior on Source: VTTAssets Discord
https://www.dndbeyond.com/monsters/733014-the-ghost-of-dewey-decimal
Seems like a spacing issue, fixable?
Reported by: mtvjr on Source: VTTAssets Discord
<@!144089283685384193> BUG: The
Monster Rolls are enabled
tag appears even when foundry is not connected.
Reported by: dpro on Source: VTTAssets Discord
Looks like this change in Foundry VTT 0.5.2 (today's release) breaks the Chrome Extension:
[BREAKING] The game.modules object has been refactored from an Array to a Map where the keys of the map are module IDs which allows for easier access to a module's configuration data without needing to iterate through the full modules Array. For example game.modules.get("about-time").
For example, in addEntity.js, you have:
if (game.modules.find(mod => mod.id === "vtta-iconizer") !== undefined) {
But since game.modules
is now a map instead of an array, this fails... I think this should be changed to:
if (game.modules.get("vtta-iconizer") !== undefined) {
Find a way to stay backwards compatible even if there are stable/latest tracks to choose from. Better UX
Import custom skill proficiencies. These seem to be stored under character.characterValues
Reported by: Penfold on Source: VTTAssets Discord
Just done some testing with VTTA Beyond & Minor QoL Improvements, trying to figure out how to make a couple of spells do the right thing: given Color Spray's dice roll is not damage but number of HD affected, I'm guessing it's just one of those where the player shouldn't hit the 'Damage' button 😄
Applies to damage instead of #target
Reported by: ChromeMystic on Source: VTTAssets Discord
Chief Kartha-Kaya cannot be Imported - It isn't properly recognized as Monster. I do assume it is an error in DDBs formatting though: https://www.dndbeyond.com/monsters/chief-kartha-kaya
Reported by: Jacket on Source: VTTAssets Discord
Attachments: ring-of-evasion.json
Forgive me if this has already been brought up or asked about, but when parsing character items other it looks like equipped magic items don't retain their charge information and instead become loot:
https://cdn.discordapp.com/attachments/625267799928995840/684814324539326497/beyond.PNG
https://cdn.discordapp.com/attachments/625267799928995840/684814417703206920/unknown.png
This should be the relevant JSON I think:
limitedUse": {
"maxUses": 3,
"numberUsed": 0,
"resetType": "Dawn",
"resetTypeDescription": "Regains 1d3 expended charges daily at dawn"
}```
Reported by: Takeshikun on Source: VTTAssets Discord
Just the import to compendium seems to have issues
Uses "old" game.modules.find still, which breaks the import
Reported by: solfolango77 on Source: VTTAssets Discord
Using this as a replacement for client-side fetching to load info from the server:
FilePicker.browse("data", "modules/combat-utility-belt/condition-maps").then(console.log)
Might be a better solution, while the existing one works flawlessly, too
Reported by: Takeshikun on Source: VTTAssets Discord
<@!144089283685384193> , I'm having an issue trying to import monsters with Psionic-based innate casting, the feature is detected but any spells they have are not included in the import or the monster sheet roll function. Using the latest 2.1.3 extension, example monster: https://www.dndbeyond.com/monsters/brain-in-a-jar
Reported by: notrealdan on Source: VTTAssets Discord
Looks like Transmutation spells don't get imported correctly. They always either have a blank entry for their school of magic or are set incorrectly to the Abjuration school. I tested on a fresh world with only the VTTA DDB integration module loaded, importing into a fresh compendium, just to make sure nothing else was interfering.
Using FVTT 0.5.3, D&D 5E system 0.86, VTTA DDB integration module 2.0.3, VTTA DDB/FVTT bridge Chrome extension 2.1.3.
Example spell: Alter Self (but it seems to affect all Transmutation spells)
(edited for clarity)
MIght be a simple typo, will check
Edit: Transmutation, not Abjuration school is delivering incorrect entries
Reported by: Edster
probably not using global flag for the regex
Reported by: Alarich on Source: VTTAssets Discord
I don't understand.. If you can reach the character page you have access to the JSON.
The only issue would be if the Character Privacy is set to Private, then you can't.
But if it's public and you have the link, then there should be no issue.
As an example:
https://www.dndbeyond.com/characters/7185276
https://www.dndbeyond.com/character/7185276/json
Nice find! Evaluate if we can use that for one-click updates after the initial import/ for general import
Foundry Version: Beta 0.4.7
D&D Beyond Importer Version: 2.0
5e Module Version: 0.82
Browsers Affected: Chrome, Firefox
Permissions Affected: GM, Player
When a character actor's character sheet is open and a text-edit field is focused, pressing the key will open the D&D Beyond Importer window for the character.
The D&D Beyond Importer window is not opened and the text-edit field is unfocused.
Reported by: drivebyed on Source: VTTAssets Discord
What are your thoughts on a select text in dnd beyond and import to a journal entry in Foundry?
Instead of implementing compendium import in one go that would be a great part-step
Reported by: Furyk
nt
Reported by: ohporter on Source: VTTAssets Discord
there's a bug in the loot weight calculation. the ddb loot data provides the weight of a single item and vtta-dndbeyond is changing the weight of a single item to that of the qty items on import. this makes for some obvious wrong weights for loot items in foundry after importing a character. I'm running this change locally to fix it:
--- loot.js.orig 2020-03-11 09:48:26.956839641 -0400
+++ loot.js 2020-03-11 09:50:40.586983467 -0400
@@ -78,9 +78,8 @@
/* weight */
//loot.data.weight = data.definition.weight ? data.definition.weight : 0;
let bundleSize = data.definition.bundleSize ? data.definition.bundleSize : 1;
- let totalWeight = data.definition.weight ? data.definition.weight : 0;
- loot.data.weight =
- (totalWeight / bundleSize) * (loot.data.quantity / bundleSize);
+ let oneWeight = data.definition.weight ? data.definition.weight : 0;
+ loot.data.weight = oneWeight / bundleSize;
/* price */
loot.data.price = data.definition.cost ? data.definition.cost : 0;
I see this is whenever the data shows quantity > 1 of any item. so take a case of a character carrying four javelins. the ddb data entry has "quantity":4, "weight":2.0. the current calculation reports 8 lbs back but that's the total weight, however on the foundry sheet that becomes 8 lbs per javelin for a total of 32lbs for 4 javelins. it's a discrepancy between handling of a single item weight versus total weight.
Reported by: Melchior on Source: VTTAssets Discord
https://www.dndbeyond.com/monsters/733014-the-ghost-of-dewey-decimal
Seems like a spacing issue, fixable?
Reported by: Diabolicbutterfly on Source: VTTAssets Discord
Whenever you finish a long rest, you can touch up to {{scalevalue}} nonmagical objects, imbuing each of them with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after {{modifier:int@min:1#unsigned}} days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.
Examples: Artificer infusions, Spell: Healing Hands
Reported by: Furyk
nt
Reported by: thetreat
Should be able to import either way. To check: Beyond20 enabled, is importing still possible?
URL: https://www.dndbeyond.com/spells/forbiddance
Reported by: @SpartanCPA
When doing a character import from DnDBeyond, all information is reset and overwritten. If I make any changes to a weapon or spell, those settings are lost. This can be annoying when I want to add icons or setup custom settings (ie: offhand dagger attack with no modifiers).
Suggestion: Have an import option similar to the compendium import policy that the user can pick when they do their import.
Filters should impact the inventory, features and spellbook section.
Default should be: Save new entries only, do not override existing records.
User should be able to pick a different setting for if they want to override all settings, or if they already have some settings in place, can have it so that only new entries are added.
Reported by: Targas on Source: VTTAssets Discord
It seems when you import monsters, w/o having imported the spells on the monster sheet in advance (those with a red X to hover over), those spells are not imported with the monster entry. Even when updating the spell afterwards, and updating the monster entry, those spells are missing in the spellbook tab in general
Updating a monster after adding missing spells to the compendium does not update the monster in world/compendium accordingly
https://www.dndbeyond.com/profile/Heroworks/characters/25727501
When importing the above tortle account, AC comes in at 19 instead of 17. In addition, the bonus actions are not imported. Player can't bring in flurry of blows
Reported by: Takeshikun on Source: VTTAssets Discord
<@!144089283685384193> , I'm having an issue trying to import monsters with Psionic-based innate casting, the feature is detected but any spells they have are not included in the import or the monster sheet roll function. Using the latest 2.1.3 extension, example monster: https://www.dndbeyond.com/monsters/brain-in-a-jar
Integrate the new dndbeyond 3d dice into the character roller
URL: https://www.dndbeyond.com/spells/guards-and-wards
Reporty by: @SpartanCPA
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