This syncs with your Google account. Meaning you are the only one who sees it. You could create a generic google account and have everyone sign in with it and everyone would see the same information. However, they would have to reload after someone made a change to see the new info.
Next Update: Monster Stat Blocks on Hover with working tooltips
It looks like under the "Players" tab, once you add a player, there is no way to remove them or edit them. Also, when an encounter is deleted, should it still be floating in the initiative tracker or should it automatically disappear?
EDIT: I also just noticed that if you have to swap pages, monsters I've set up in encounters have their health reset to whatever their max HP was set to.
Thanks for pointing out those issues. The ability to not remove custom players was a mix up on my end. I accidentally used CSS to target too much making it so you couldn't click the remove button. My bad, whoops.
As for the encounter builder and the initiative, those are two completely different things, basically, once you add an encounter to an initiative it makes it its own object meaning you can edit it without worrying about changing the standard encounter. The reasoning behind this is because then I can add an encounter that has 18 zombies but when I add the encounter to the initiative I can roll 4d6. Let's say I can a total of 8. I can then remove the other 10 zombies from the initiative, but the encounter will keep all 18 zombies in case I need to use it again. I hope the reasoning behind this makes sense.
Thanks for pointing out that the encounter health wasn't saving. It was a screw up on my part, I forgot to call the save encounter function when you exit or hit enter when modifying the health of a monster.
I have also pushed a new version to chrome, this version is mostly fixes, but it also includes the ability to hover over the sword for monsters in the encounter and initiative and see the monster stat block popup. This popup is removed when you hover off of the toolbox or if you click on the red "x" in the top right of the monster stat box.
Thank you so much for an amazing toolset! You're way ahead of the curve here! Here are some ideas which I hope you will consider:
o Ability to add "xdx" amount of monsters to the Initiative Tracker. For example, I could designate my encounter as "3d6 Wolves" and, when I add it to the Tracker, it rolls the 3d6 and adds that many individual wolves to the encounter or adds a singular instance of Wolf with the rolled number of wolf instances within the entity's card.
o Ability to rename each creature within a saved encounter
o Auto-number creatures when encounter is created (so an encounter containing 3 Goblins will have them auto-named as "Goblin 01", "Goblin 02", and "Goblin 03"
o Pie-In-The-Sky Super Feature: Have the Toolbox auto-parse Random Encounter tables and let you roll a Random Encounter Selection from its entry within the Adventure Compendium Data. For example, you could go to the "Barovian Random Encounters" section in the "Curse of Strahd" campaign and click on an icon to roll the encounter and throw it into the Initiative Tracker
o "Remove All Monsters", "Remove All NPCs" and "Remove All Except for PCs" single-click button options in the tracker
Thank you again for all your hard work and all the future additions to the Toolbox! :)
MOUSE! That pop-up monster (and rollover spell block) are WAY cooler than I thought they would be. Nice job, man! Extremely useful.
Question: Do the monster encounters only populate on a single browser tab? It seems like when I move between browser tabs now, the encounters don't populate on the other tabs. Was that the way it always was and I'm remembering wrong? EDIT: It seems that's only true of tabs that existed before the encounters were populated. Any tab created afterward gets the encounters on it. So no worries. Just leaving this here in case it's something you want to tackle, but it's essentially no issue in my book.
P.S., The monster block seems clickable. Will we be able to roll dX+Y red values on the popup when those return?
Thank you so much for an amazing toolset! You're way ahead of the curve here! Here are some ideas which I hope you will consider:
o Ability to add "xdx" amount of monsters to the Initiative Tracker. For example, I could designate my encounter as "3d6 Wolves" and, when I add it to the Tracker, it rolls the 3d6 and adds that many individual wolves to the encounter or adds a singular instance of Wolf with the rolled number of wolf instances within the entity's card.
o Ability to rename each creature within a saved encounter
o Auto-number creatures when encounter is created (so an encounter containing 3 Goblins will have them auto-named as "Goblin 01", "Goblin 02", and "Goblin 03"
o Pie-In-The-Sky Super Feature: Have the Toolbox auto-parse Random Encounter tables and let you roll a Random Encounter Selection from its entry within the Adventure Compendium Data. For example, you could go to the "Barovian Random Encounters" section in the "Curse of Strahd" campaign and click on an icon to roll the encounter and throw it into the Initiative Tracker
o "Remove All Monsters", "Remove All NPCs" and "Remove All Except for PCs" single-click button options in the tracker
Thank you again for all your hard work and all the future additions to the Toolbox! :)
So I have thought about making it so you could add XdY as an option to the quantity when building an encounter. It might be a feature added later but it becomes rather complicated to save and store. It is a feature I want to include and probably will include at some point, but I'll probably work on other features for now
I am working on the ability to update an encounter without having to delete and recreate it. Its probably going to be sometime this weekend or next week.
That seems easy enough... My only problem with that is the fact that you would be able to rearrange them causing the numbers to make less sense. It's kinda why I show the list number next to the monster instead. I will think about this feature to find a good balance.
This is actually something I was looking at doing. The problem I was having was parsing pages to determine that information. It is rather complicated, currently, my thought process is to scan the page for any monsters and add an encounter builder button next to them. You can click that button and then build your encounter. not perfect, but it is something I am thinking over.
Currently, this isn't really planned. If I get more requests I will consider adding them. As of this moment, it is fairly quick to remove Monsters, Custom Players and PC from the initiative so this isn't something I feel is needed and feels as though it is clutter in the interface.
MOUSE! That pop-up monster (and rollover spell block) are WAY cooler than I thought they would be. Nice job, man! Extremely useful.
Question: Do the monster encounters only populate on a single browser tab? It seems like when I move between browser tabs now, the encounters don't populate on the other tabs. Was that the way it always was and I'm remembering wrong? EDIT: It seems that's only true of tabs that existed before the encounters were populated. Any tab created afterward gets the encounters on it. So no worries. Just leaving this here in case it's something you want to tackle, but it's essentially no issue in my book.
P.S., The monster block seems clickable. Will we be able to roll dX+Y red values on the popup when those return?
So I am actually thinking of adding a way to refresh the toolbox when a tab becomes active so that it will pull the latest information, however currently they are instanced, meaning if you open multiple tabs the information will be unique to the page and you would have to refresh the page to see the new results. This isn't really a perfect solution, so I would like to have the toolbox update when a page comes active.
And thanks, I think they turned out great, and yes the way the monster popover works are so that they will be clickable for when I add the dice roller back. Its the whole reason I had to build my own custom popover instead of relying on the ones provided by D&D Beyond, theirs are not clickable os it would work with my dice roller when I pushed it live.
It looks like under the "Players" tab, once you add a player, there is no way to remove them or edit them. Also, when an encounter is deleted, should it still be floating in the initiative tracker or should it automatically disappear?
EDIT: I also just noticed that if you have to swap pages, monsters I've set up in encounters have their health reset to whatever their max HP was set to.
Hey, so I just figured out how to refresh the interface when you switch tabs. So if you make changes on one page, but then switch to another page, you will now see those changes without reloading the page. This will be live in the next version I push out to the store.
Async Dice Roller - Previously referred to as the Predictive Dice Roller, and was renamed, well because it is my plugin and I liked the sound of Async Dice Roller more. This feature scans the page for anything that looks like a dice roll and makes it a clickable link, once you click on the link you will get a popup that will show you the roll with each individual rolls and a total value for all rolls. The popup even includes an option to reroll the dice so that you can easily reroll the results.
Content Sync - This is currently a feature in testing and may be removed at a later time. This feature causes the toolbox to update with changes made on other tabs when you change tabs. Meaning if you have multiple tabs open and change something in the toolbox on one tab and then switch to another page, the toolbox well have the updated information. So if you modify the health of a monster on one page, it will be updated on the other page when you switch tabs. Cool feature right? Well it comes with an annoying setback, currently it basically rebuilds the entire toolbox, meaning besides the main collapsible's will save their stat but everything else will default to closed. Test it out and let me know what you think.
Does it say your current version is 0.5.0? If so you should be seeing it. Please keep in mind that this doesn't work on the character sheet.
Ahh okay. I wasn't aware it wouldn't be working on the character sheet. Looks like its working then. Were you going to add that functionality back to the character sheets at some point?
So far the content sync is a REALLY helpful game-changer. I'm running a campaign with 7 or 8 players, so I'll have a lot of tabs up, but thats better than having to reload each page constantly. The tabs collapsing upon update is a bit annoying but it's tolerable. In the middle of a fight, since the initiative tracker itself stays up, you really only end up having to open back up the encounter you've added to the initiative. So it's not bad at all.
Ahh okay. I wasn't aware it wouldn't be working on the character sheet. Looks like its working then. Were you going to add that functionality back to the character sheets at some point?
So far the content sync is a REALLY helpful game-changer. I'm running a campaign with 7 or 8 players, so I'll have a lot of tabs up, but thats better than having to reload each page constantly. The tabs collapsing upon update is a bit annoying but it's tolerable. In the middle of a fight, since the initiative tracker itself stays up, you really only end up having to open back up the encounter you've added to the initiative. So it's not bad at all.
Yeah, the character sheet is a whole other feature because of how D&D Beyond loads that particular page. My current script for scanning the site and detecting dice rolls doesn't actually work there, instead, have to build custom checks that scan and modify the page as the user is using it. It is kinda annoying, hence the reason I list it as a separate feature from the Async Dice Roller. haha
As a plus, its probably the next thing I am going to get to work, I am hoping to have it up and running for my gaming session on Saturday. So I really do want to get it up and running.
As for the Content Sync, I agree that it is useful, I just find re-opening things annoying. haha. Its probably going to stay and I might even look into a way to track which sub items are open and closed, that is just rather complicated because of how I store information, so its further down the roadmap.
Hey there, Mouse...did you decide against adding the d20 roll to the Async dialog? (still hopeful...I'd find it very useful, but up to you. :)
Also, a tiny thing that would be useful on the Async dialog would be allowing the user to click anywhere to close that dialog (rather than having to hit "X" or Cancel). It would just speed up the use of it a tiny bit, imo.
Hey @mouse0270 ... any chance you could either a) open your code up or b) allow me to contribute to it. Your stuff looks great, but it's missing one thing my group could really use... discord integration.
If you don't open yours up (or let me contribute), I'll have to "re-invent the wheel" when all I really need to do (I think) is add some OAuth stuff to and make POST requests.
(It's been a while since I've written a chrome extension so that may not even be possible)
Hey there, Mouse...did you decide against adding the d20 roll to the Async dialog? (still hopeful...I'd find it very useful, but up to you. :)
Also, a tiny thing that would be useful on the Async dialog would be allowing the user to click anywhere to close that dialog (rather than having to hit "X" or Cancel). It would just speed up the use of it a tiny bit, imo.
The adding the d20 roll to the async is something I am still thinking about adding. It is isn't apart of the current release, but still may come in an update as a quick thing. I want to expand the Async Dice Roller, by adding the ability that it doesn't clear out the previous rolls but instead makes it so it keeps a list of all the rolls until you close the dialog, so you have a little history.
As for closing the popup when you click outside of it, that should be something included and it's dumb that I didn't think of it. I will add this feature asap!
Hey @mouse0270 ... any chance you could either a) open your code up or b) allow me to contribute to it. Your stuff looks great, but it's missing one thing my group could really use... discord integration.
If you don't open yours up (or let me contribute), I'll have to "re-invent the wheel" when all I really need to do (I think) is add some OAuth stuff to and make POST requests.
(It's been a while since I've written a chrome extension so that may not even be possible)
I am going to send you a PM. I would like to discuss this more if you don't mind.
As for making the plugin open source, this is something I do intend on doing, however its something I like to do once I feel the plugin is everything I want it to be. When it starts getting a lot of outside modifications, it can grow into something more or not quite what I want it to be. So this will most likely be open source at one point but currently is not. Sorry. However, as I stated I would like to discuss further discord integration through PM if you wouldn't mind.
Think I might put some features on hold after whatever I release this weekend, to clean up the code, comment it and make it all make sense.
Once I do this, I make the plugin open source, really the only reason it isn't open source is that the code is sloppy unorganized and ugly. Which is fine when its hard for someone to judge it. haha
This syncs with your Google account. Meaning you are the only one who sees it. You could create a generic google account and have everyone sign in with it and everyone would see the same information. However, they would have to reload after someone made a change to see the new info.
Next Update: Monster Stat Blocks on Hover with working tooltips
It looks like under the "Players" tab, once you add a player, there is no way to remove them or edit them. Also, when an encounter is deleted, should it still be floating in the initiative tracker or should it automatically disappear?
EDIT: I also just noticed that if you have to swap pages, monsters I've set up in encounters have their health reset to whatever their max HP was set to.
Thanks for pointing out those issues. The ability to not remove custom players was a mix up on my end. I accidentally used CSS to target too much making it so you couldn't click the remove button. My bad, whoops.
As for the encounter builder and the initiative, those are two completely different things, basically, once you add an encounter to an initiative it makes it its own object meaning you can edit it without worrying about changing the standard encounter. The reasoning behind this is because then I can add an encounter that has 18 zombies but when I add the encounter to the initiative I can roll 4d6. Let's say I can a total of 8. I can then remove the other 10 zombies from the initiative, but the encounter will keep all 18 zombies in case I need to use it again. I hope the reasoning behind this makes sense.
Thanks for pointing out that the encounter health wasn't saving. It was a screw up on my part, I forgot to call the save encounter function when you exit or hit enter when modifying the health of a monster.
I have also pushed a new version to chrome, this version is mostly fixes, but it also includes the ability to hover over the sword for monsters in the encounter and initiative and see the monster stat block popup. This popup is removed when you hover off of the toolbox or if you click on the red "x" in the top right of the monster stat box.
Playing around with the latest updates. A+ content! I'm excited to use this in my game on Saturday.
Thank you so much for an amazing toolset! You're way ahead of the curve here! Here are some ideas which I hope you will consider:
o Ability to add "xdx" amount of monsters to the Initiative Tracker. For example, I could designate my encounter as "3d6 Wolves" and, when I add it to the Tracker, it rolls the 3d6 and adds that many individual wolves to the encounter or adds a singular instance of Wolf with the rolled number of wolf instances within the entity's card.
o Ability to rename each creature within a saved encounter
o Auto-number creatures when encounter is created (so an encounter containing 3 Goblins will have them auto-named as "Goblin 01", "Goblin 02", and "Goblin 03"
o Pie-In-The-Sky Super Feature: Have the Toolbox auto-parse Random Encounter tables and let you roll a Random Encounter Selection from its entry within the Adventure Compendium Data. For example, you could go to the "Barovian Random Encounters" section in the "Curse of Strahd" campaign and click on an icon to roll the encounter and throw it into the Initiative Tracker
o "Remove All Monsters", "Remove All NPCs" and "Remove All Except for PCs" single-click button options in the tracker
Thank you again for all your hard work and all the future additions to the Toolbox! :)
MOUSE! That pop-up monster (and rollover spell block) are WAY cooler than I thought they would be. Nice job, man! Extremely useful.
Question: Do the monster encounters only populate on a single browser tab? It seems like when I move between browser tabs now, the encounters don't populate on the other tabs. Was that the way it always was and I'm remembering wrong? EDIT: It seems that's only true of tabs that existed before the encounters were populated. Any tab created afterward gets the encounters on it. So no worries. Just leaving this here in case it's something you want to tackle, but it's essentially no issue in my book.
P.S., The monster block seems clickable. Will we be able to roll dX+Y red values on the popup when those return?
Hey, so I just figured out how to refresh the interface when you switch tabs. So if you make changes on one page, but then switch to another page, you will now see those changes without reloading the page. This will be live in the next version I push out to the store.
Awesome! You're making my life a whole lot easier :D
Version 0.5.0 - Special Beta Update
This version includes two major features:
Async Dice Roller - Previously referred to as the Predictive Dice Roller, and was renamed, well because it is my plugin and I liked the sound of Async Dice Roller more. This feature scans the page for anything that looks like a dice roll and makes it a clickable link, once you click on the link you will get a popup that will show you the roll with each individual rolls and a total value for all rolls. The popup even includes an option to reroll the dice so that you can easily reroll the results.
Content Sync - This is currently a feature in testing and may be removed at a later time. This feature causes the toolbox to update with changes made on other tabs when you change tabs. Meaning if you have multiple tabs open and change something in the toolbox on one tab and then switch to another page, the toolbox well have the updated information. So if you modify the health of a monster on one page, it will be updated on the other page when you switch tabs. Cool feature right? Well it comes with an annoying setback, currently it basically rebuilds the entire toolbox, meaning besides the main collapsible's will save their stat but everything else will default to closed. Test it out and let me know what you think.
Is the Async Dice Roller pushed out now? I updated but I'm not seeing it working.
Does it say your current version is 0.5.0? If so you should be seeing it. Please keep in mind that this doesn't work on the character sheet.
Ahh okay. I wasn't aware it wouldn't be working on the character sheet. Looks like its working then. Were you going to add that functionality back to the character sheets at some point?
So far the content sync is a REALLY helpful game-changer. I'm running a campaign with 7 or 8 players, so I'll have a lot of tabs up, but thats better than having to reload each page constantly. The tabs collapsing upon update is a bit annoying but it's tolerable. In the middle of a fight, since the initiative tracker itself stays up, you really only end up having to open back up the encounter you've added to the initiative. So it's not bad at all.
Hey there, Mouse...did you decide against adding the d20 roll to the Async dialog? (still hopeful...I'd find it very useful, but up to you. :)
Also, a tiny thing that would be useful on the Async dialog would be allowing the user to click anywhere to close that dialog (rather than having to hit "X" or Cancel). It would just speed up the use of it a tiny bit, imo.
Hey @mouse0270 ... any chance you could either a) open your code up or b) allow me to contribute to it. Your stuff looks great, but it's missing one thing my group could really use... discord integration.
If you don't open yours up (or let me contribute), I'll have to "re-invent the wheel" when all I really need to do (I think) is add some OAuth stuff to and make POST requests.
(It's been a while since I've written a chrome extension so that may not even be possible)
The adding the d20 roll to the async is something I am still thinking about adding. It is isn't apart of the current release, but still may come in an update as a quick thing. I want to expand the Async Dice Roller, by adding the ability that it doesn't clear out the previous rolls but instead makes it so it keeps a list of all the rolls until you close the dialog, so you have a little history.
As for closing the popup when you click outside of it, that should be something included and it's dumb that I didn't think of it. I will add this feature asap!
I am going to send you a PM. I would like to discuss this more if you don't mind.
As for making the plugin open source, this is something I do intend on doing, however its something I like to do once I feel the plugin is everything I want it to be. When it starts getting a lot of outside modifications, it can grow into something more or not quite what I want it to be. So this will most likely be open source at one point but currently is not. Sorry. However, as I stated I would like to discuss further discord integration through PM if you wouldn't mind.
Sounds great, Mouse. Thank you once again!
If you do decide to open it up on github or something I would love to help out. You would also still control what gets merged.
Think I might put some features on hold after whatever I release this weekend, to clean up the code, comment it and make it all make sense.
Once I do this, I make the plugin open source, really the only reason it isn't open source is that the code is sloppy unorganized and ugly. Which is fine when its hard for someone to judge it. haha