So far, when using homebrew creatures or others, the Encounter Builder (EB) works about as well as it can (the features it could use are far beyond the scope of this thread), but I made some monsters that use homebrew spells and when I try and use these in the EB it just breaks the whole thing when I click on the monster to bring up its stats sheet and brings me to a blank page with the "Report feedback" button in the top left corner.
I am not sure if anyone else has had this problem or if anyone knows how to fix it. For context, I had to use the jerry-rigged linking method for my homebrew spells where the HTML is modified by clicking the "insert code block" button, which then gives a warning that it contains external links and cannot be shared with the community. So its spell casting looks like:
These work just fine when looking at its normal sheet, but to get the rollable one in the encounter it just causes the system to break. Anyone have any fixes?
I just put that html in a homebrew monster and I didn't have any issues on any page. There may be something else wrong with the stat block causing an issue - possibly an odd tag in the html.
I also assume you meant the 'source code' button and not 'insert code block' as the latter would just display it all as text.
Keep in mind those “false tooltips” you create on the monster statblock won’t actually work during an active Encounter, but they shouldn’t cause anything to crash. Your code is off. Use the codes from the FAQ I linked for you instead and that should fix your problem.
If you follow the link from my above post there’s detailed instructions and a copy of the code you can simply copy/paste. All you’ll have to do is swap out the URLs for the ones for your homebrew.
So what I discovered is that once the encounter builder breaks for a homebrew monster, it won't be fixed. Even if I change the monster, it still won't work. But if I remake the monster with those exact changes it will work. So there is some bug in the encounter builder.
I had to the encounter and then remake it with the new monster (copied exactly from the old monster just with the bugged code gone). And it wasn't just the code block that would mess it up, but I put a type of damage in a Unable to parse dice roll. part and it broke it too.
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So far, when using homebrew creatures or others, the Encounter Builder (EB) works about as well as it can (the features it could use are far beyond the scope of this thread), but I made some monsters that use homebrew spells and when I try and use these in the EB it just breaks the whole thing when I click on the monster to bring up its stats sheet and brings me to a blank page with the "Report feedback" button in the top left corner.
I am not sure if anyone else has had this problem or if anyone knows how to fix it. For context, I had to use the jerry-rigged linking method for my homebrew spells where the HTML is modified by clicking the "insert code block" button, which then gives a warning that it contains external links and cannot be shared with the community. So its spell casting looks like:
9th level (10 slots): Gravity, Night Sky, Stellar Plasma, Gravitational Wave
and the HTML looks like:
9th level (10 slots): <a href="https://www.dndbeyond.com/spells/2217098-gravity" target="_blank" data-tooltip-href="https://www.dndbeyond.com/spells/2217098-tooltip?disable-webm=1">Gravity</a>, <a href="https://www.dndbeyond.com/spells/2264353-night-sky" target="_blank" data-tooltip-href="https://www.dndbeyond.com/spells/2264353-tooltip?disable-webm=1">Night Sky</a>, <a href="https://www.dndbeyond.com/spells/2264364-stellar-plasma" target="_blank" data-tooltip-href="https://www.dndbeyond.com/spells/2264364-tooltip?disable-webm=1">Stellar Plasma</a>, <a href="https://www.dndbeyond.com/spells/2264332-gravitational-wave" target="_blank" data-tooltip-href="https://www.dndbeyond.com/spells/2264332-tooltip?disable-webm=1">Gravitational Wave</a>
These work just fine when looking at its normal sheet, but to get the rollable one in the encounter it just causes the system to break. Anyone have any fixes?
-- Be the change you want to see in the world
I just put that html in a homebrew monster and I didn't have any issues on any page. There may be something else wrong with the stat block causing an issue - possibly an odd tag in the html.
I also assume you meant the 'source code' button and not 'insert code block' as the latter would just display it all as text.
OK, good to know it works for you. I will look into the stat blocks and see what I can fix.
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This still isn't working. I wonder if there is a way to debug this....
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You’re using the “insert a code block” button, instead enter the html directly using the “source code” button. Please see the General Homebrew FAQ #9 for additional information: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
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Sorry, that was a typo. I did use the "source code" button. Either way, it doesn't seem to fix anything.
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Keep in mind those “false tooltips” you create on the monster statblock won’t actually work during an active Encounter, but they shouldn’t cause anything to crash. Your code is off. Use the codes from the FAQ I linked for you instead and that should fix your problem.
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Thank you! I will rebuild this from scratch and see what actually causes it to break and report back so that no one has this problem again.
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If you follow the link from my above post there’s detailed instructions and a copy of the code you can simply copy/paste. All you’ll have to do is swap out the URLs for the ones for your homebrew.
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So what I discovered is that once the encounter builder breaks for a homebrew monster, it won't be fixed. Even if I change the monster, it still won't work. But if I remake the monster with those exact changes it will work. So there is some bug in the encounter builder.
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What happens if you remove the monster, add it back to that encounter and re-save it? Does that fix the encounter?
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I had to the encounter and then remake it with the new monster (copied exactly from the old monster just with the bugged code gone). And it wasn't just the code block that would mess it up, but I put a type of damage in a Unable to parse dice roll. part and it broke it too.
-- Be the change you want to see in the world