#Restyling v3

1 messages Β· Page 1 of 1 (latest)

ebon gulch
#

Let's get this relatively-off-topic adventure into a thread. πŸ™‚

edgy oak
#

thanks.

#

i had a feeling i may get hit with that πŸ™‚ sorry

#

didnt know where else to ask

ebon gulch
#

Better here than shunting you down to #tech-chat πŸ™‚

#

Others will probably be interested in following along.

edgy oak
#
/*     Sets the size and shape of the nav buttons */
.dnd5e2.sheet.actor.character:not(.minimized) nav.tabs > .item {
    /* Affects the height and width of the button. */
    width: 3.75rem;
    height: 2.75rem;
    /* Affects the position of the icon in the center of the button. */
    padding: 0;
    /* row or column. */
    flex-direction: row;    
    /* Affects the position of the icon in the center of the button. */
    justify-content: center;    
    /* Doesn't seem to affect anything. */
    align-items: center;    
    /* Roundness of outer border corners. */
    border-radius:8px;
}

/*     Additional tweaks to the nav buttons when selected or hovered */
.dnd5e2.sheet.actor.character nav.tabs > .item.active, .dnd5e2.sheet.actor.character nav.tabs > .item:hover{
    /* Dont think I need this. There's no text, removing it didn't seem to affect anything. Leaving for now. */
    text-shadow: none;
    /* Dont think I need this. Think it's for text, removing it didn't seem to affect anything. Leaving for now. */
    margin: 0;
    /* Need to get a list of possible colors. gold/blue/red work... white/silver/purple dont seem to... */
    border-color: var(--dnd5e-color-red);
    /* Adds a drop shadow to the button. */
    box-shadow: 0 4px 4px var(--dnd5e-color-gold);
    /* Set scale to a multiplier to enlarge the button. 1 is no change because well math. */
    transform: scale(1);
}

/* The inner most part of the nav buttons. */
.dnd5e2.sheet.actor.character:not(.minimized) nav.tabs > .item:after {
    border: initial;
    /* Sets the gap between the inner and outer border*/
    inset: .25rem;
    /* Sets the width of the inner border*/
    border: 2px solid var(--dnd5e-color-gold);
    /* Roundness of inner border corners. */
    border-radius: 6px;
}
#
/* What does this do? Removing it doesnt seem to affect anything. Leaving for now. */
.dnd5e2.sheet.actor.character:not(.minimized) nav.tabs > .item > i{
    display: block;
}

/* Sets the position of the nav button flex row. */
.dnd5e2.sheet.actor.character:not(.minimized) nav.tabs[data-group="primary"] {
    /* # of pixels away from top edge of frame. (+)number is below frame edge (-)number is above. */
    top: 5px;
    /* Sets how far from left edge of frame. */
    left: 7%;
    /* Flex container and settings. Read about these more. */    
    display: flex;
    flex-direction: row;    
    /* Gap betwen buttons. */
    gap: 1.75rem;
    /* Set to a (+)number to make sure nav button stay on top of sheet. */
    z-index: 1;
}

/* This section affects the SR/LR/SpecTraits buttons. */
.dnd5e2.sheet.actor.character .sheet-header > .right > div:last-child .sheet-header-buttons {
    display: flex;
    align-items: center;
    gap: .5rem;
    position: absolute;
    top: 2rem;
    left: 0px;
}
#

also, can someone help me change all of the section banners in each page of the sheet to match the header color i modified?

ebon gulch
#

Restyling v3

analog tinsel
#

So I dont like the new Pause icon relating to DND beyond, I need help changing that with either a module or something else

indigo hawk
#

Updated my CSS for the navtab buttons (also resized the short rest/longrest/special traits buttons to match);

    width:2.5rem;
    height:2.5rem;
    padding:0;
    flex-direction: row;
    justify-content: center;
    align-items: center;
    border-radius:8px;
}
.dnd5e2.sheet.actor.character nav.tabs > .item.active, .dnd5e2.sheet.actor.character nav.tabs > .item:hover{
    text-shadow: none;
    margin: 0;
    border-color: var(--dnd5e-color-gold);
    box-shadow: 0 0 6px var(--dnd5e-color-gold);
    transform: scale(1.25);
}
.dnd5e2.sheet.actor.character nav.tabs{
    --tab-full-width:initial;
    --tab-inactive-width: initial;
}
.dnd5e2.sheet.actor.character:not(.minimized) nav.tabs > .item:after {
    border:initial;
    inset:0.25rem;
    border: 1px solid var(--dnd5e-color-gold);
border-radius: 4px;
}
.dnd5e2.sheet.actor.character:not(.minimized) nav.tabs > .item > i{
display:block;
}
.dnd5e2.sheet.actor.character:not(.minimized) nav.tabs[data-group="primary"] {
    top:10px;
    left:25%;
    display: flex;
    flex-direction: row;
    gap: 2rem;
    z-index:10;
}
.dnd5e2.sheet.actor.character .sheet-header > .right > div:last-child .sheet-header-buttons {
    display: flex;
    align-items: center;
    gap: 0.5rem;
    position: absolute;
    top: 1.5625rem;
    left: -45px;
}
.dnd5e2.sheet.actor.character .sheet-header > .right > div:last-child .sheet-header-buttons button{
    width:2.5rem;
    height:2.5rem;
}
.dnd5e2.sheet.actor.character .sheet-header > .right > div:last-child .sheet-header-buttons button:hover{
    transform: scale(1.25);
}
.dnd5e2.create-document.dialog{
    border-radius:8px;
    border: 1px solid var(--dnd5e-color-gold);
    width: auto !important;
    height: auto !important;
}
.dnd5e2.create-document.dialog .window-header{
    background: #000;
    border-radius: 8px 8px 0 0;
}
.dnd5e2.create-document.dialog .dialog-button{
    padding:0.25rem 0.5rem;
}```
#

Oh also has the styling for the dialog sheets (e.g. when you edit something like senses or resistances).

wicked spear
edgy oak
#

Sorry Freeze, didnt see you had already answered.

edgy oak
#

@indigo hawk This is awesome, thanks. The flex row buttons are behaving exactly the way i want. Just gonna tweak some things to my taste. Thanks again!!

#

would you have any idea on updating the color of these things, on each page of the character sheet?

indigo hawk
edgy oak
#

ty. I was actually just looking at that stuff in the styles section of elements in the console. Like in another 3-5 days i may have figured that out. Thanks for the push!! πŸ™‚

#

and I assume i can replace those var values with any of these in the root?

indigo hawk
#

Yep - or replace with your own colors

edgy oak
#

thanks, really. this is really cool and fun.

#
/*     Custom CSS */
#ActorSheet5eCharacter2-Actor-ZTXz996qm5J1KwWv.dnd5e2.sheet.actor.character .sheet-header {
    filter: hue-rotate(240deg);
}

#ActorSheet5eCharacter2-Actor-ZTXz996qm5J1KwWv.dnd5e2 .card .header { 
    background: linear-gradient(to right, var(--dnd5e-color-card), var(--dnd5e-color-blue));
    color: black;
    border-radius: 3px 3px 0 0;
    border-bottom: 1px solid var(--dnd5e-color-gold);
}

indigo hawk
#

Wow you're really getting specific targeting a specific actor sheet!

edgy oak
#

my players have favorite colors.

indigo hawk
#

I'd probably aim for a more global styling by leaving it at the .dnd5e2.sheet level

#

Ah okay

edgy oak
#

but i'll probably have them paste the more generic code in the User Styles section of Custom CSS, so it affects all their sheets globally, but only for them.

#

The targeting for me is really about learning syntax and capability

indigo hawk
#

Well welcome to the wonderful wacky world of cascading stylesheets!

edgy oak
#

i should run away now while i can

indigo hawk
edgy oak
#

too late, im hooked.

indigo hawk
#

It can be a lot of fun (and a lot of frustration). But seeing things change to the way you want them to look is an amazing feeling πŸ˜ƒ

edgy oak
#

true dat!

indigo hawk
#

Oh weird - if using PopOut module, the SVG icons for Death Saves (skull) and Inventory (backpack) buttons appear to lose track of their size and appear fairly huge in the sheet.

ebon gulch
#

Known issue (with the module)

somber horizon
#
Hooks.on("renderActorSheet5eCharacter2", function(sheet, [html]) {
  if (sheet._mode !== sheet.constructor.MODES.PLAY) return;
  const div = document.createElement("DIV");
  const abi = sheet._hiddenAbility ??= "tool";
  div.innerHTML = `<a class="swap hide-${abi}"><i class="fa-solid fa-right-left"></i></a>`;
  div.firstElementChild.addEventListener("click", swapAbilityBox.bind(sheet));
  html.querySelector(".dnd5e2.sheet.actor.character .sheet-body .tab-body .col-2 > .left").prepend(div.firstElementChild);
});

function swapAbilityBox(event) {
  const target = event.currentTarget;
  this._hiddenAbility = this._hiddenAbility === "skill" ? "tool" : "skill";
  target.classList.toggle("hide-skill", this._hiddenAbility === "skill");
  target.classList.toggle("hide-tool", this._hiddenAbility !== "skill");
}
.dnd5e2.sheet.actor.character .sheet-body .tab-body .col-2 > .left {
  position: relative;
}
.dnd5e2.sheet.actor.character .sheet-body .tab-body .col-2 > .left:has(.hide-skill) .skills,
.dnd5e2.sheet.actor.character .sheet-body .tab-body .col-2 > .left:has(.hide-tool) .tools {
  display: none;
}
.dnd5e2.sheet.actor.character .sheet-body .tab-body .col-2 .swap {
  position: absolute;
  top: 10px;
  right: 20px;
  z-index: 1;
}

Result:

minor yoke
#

Was asked to put this here. I permenantly changed the banners for my players sheets. I used the Custom Css module. Just put

#ActorSheet5eCharacter2-Actor-"actor-ID".dnd5e2.sheet.actor.character .sheet-header {
    background: transparent url("Location of the image") no-repeat center / cover;
}

into the global styles window.
Remember to remove the " ".

somber horizon
#

```css
. . .
```
πŸ™‚

ebon gulch
#

(Backticks)

minor yoke
#

ok yeah used the wrong symbol

minor yoke
#

example picture

#

Also the resolution of the banners is 800x170

stoic kelp
#
Hooks.on("renderChatMessage", (chatMessage, html, data) => {
    const ulElements = html.find('ul.card-footer.pills');

    ulElements.each(function () {
        const liElements = $(this).find('li.pill.pill-sm');

        liElements.each(function () {
            const span = $(this).find('span.label');
            if (span.length > 0) {
                switch (span.text().trim()) {
                    case "Equipped":
                        $(this).addClass('green');
                        break;
                    case "Unequipped":
                        $(this).addClass('maroon');
                        break;
                    case "Proficient":
                        $(this).addClass('green');
                        break;
                    case "Not Proficient":
                        $(this).addClass('maroon');
                        break;
                    // Add more cases as needed
                }
            }
        });
    });
});

I'm using custom css to override the css.

.card-footer.pills .pill.green {
    background-color: var(--dnd5e-color-green);
}

.card-footer.pills .pill.maroon {
    background-color: var(--dnd5e-color-maroon);
}

.card-footer.pills .pill.green, .card-footer.pills .pill.maroon {
    color: var(--color-text-light-0);
}    
azure mica
#
Hooks.on("renderActorSheet5eCharacter2", function(app, [html]) {
  const prep = app.document.items.reduce((acc, i) => {
    if (i.type === 'spell' && i.system.preparation.mode === "prepared" && i.system.preparation.prepared && i.system.level !== 0) {
      acc.push(i.name);
    }
    return acc;
  }, []).length;
  const headers = html.querySelectorAll('div[data-type="spell"]');
  for (const header of headers) {
    const type = header.querySelector('h3[class="item-name spell-header"]').textContent;
    if (app._mode === 1 && !type.includes('Innate') && !type.includes('At-Will') && !type.includes('Cantrip') && !type.includes('Pact')) {
      const controls = header.querySelector('div[class="item-header item-controls"]');
      controls.textContent = `${prep}`;
      controls.setAttribute("data-tooltip", "Total Prepared Spells");
      controls.setAttribute("style", "color: white;");
    };
  };
});```
```css
.dnd5e2 .items-section .items-header .item-controls {
  display: flex;
  align-items: center;
  justify-content: center;
  text-align: center;
}
}```
shows a prepared spells tally on the top of every spell row (that can have prepared spells in it) (edited so it no longer says "Spellsy" 🀣)
topaz pumice
#

this is so neat

#

you're all very neat

paper shore
edgy oak
#

In the CSS I am using to make the header blue, it is using the .hue-rotate method. Hue rotate is based on a color wheel with 360 degrees. Blue is 240. You can google to find and example of the color wheel.

paper shore
#

Hiya can someone tell me what I missed here? just trying to make the header and topic headers blue

#
.dnd5e .card .header { 
    filter: hue-rotate(240deg);
}

.dnd5e .actor-sheet .card .header { 
    background: linear-gradient(to right, var(--dnd5e-color-card), var(--dnd5e-color-blue));
    color: black;
    border-radius: 3px 3px 0 0;
    border-bottom: 1px solid var(--dnd5e-color-gold);```
azure mica
#

for one thing your selectors are wrong

#

you want css .dnd5e2.sheet.actor.character .sheet-header {} .dnd5e2 .card .header {}

#

in my example, the top one is the banner, the bottom one are the feature headers

#

so it looks like you have those backwards as well, given corrections to the selectors

paper shore
#

thanks, Im not a css guy Im afraid, trying to figure it out and appreceate teh help

azure mica
#

you can find it for yourself by hitting ctrl+shift+c and clicking the element you want to change, it will open the console to your styles

#

you might have to move up or down the nodes in Elements to get the right one, but it will highlight

somber horizon
#

The top comment line you have will cause an issue, needs to be /*, not starting with just /.

paper shore
#

so this should be better?

#
.dnd5e2.sheet.actor.character .sheet-header { 
    filter: hue-rotate(240deg);
}

.dnd5e2 .card .header { 
    background: linear-gradient(to right, var(--dnd5e-color-card), var(--dnd5e-color-blue));
    color: black;
    border-radius: 3px 3px 0 0;
    border-bottom: 1px solid var(--dnd5e-color-gold);```
azure mica
#

if that first CSS is really there in your code that will break it too

#

otherwise it looks alright to me but im passing out, goodnight/goodluck

paper shore
#

Thank you!

azure mica
#

oh also you are missing your last }

#

not sure if its just cut off

#

anyway 🫑

paper shore
#

has anyone figured out how to shrink the header? lots of dead space

#
/*CSS for D&D 5E character sheets */
.dnd5e2.sheet.actor.character .sheet-header { 
    filter: hue-rotate(240deg);
}

.dnd5e2 .card .header { 
    background: #00008B;
    color: white;
    border-radius: 3px 3px 0 0;
    border-bottom: 1px solid var(--dnd5e-color-silver);
{ ```
#

works well if you just want a blue sheet for everyone

#

I was today years old when I wrote my first effective css πŸ˜›

harsh magnet
#

is there any way to add tooltip to custom skill? i'm using culture and engineering from A5E and i wonder if this is possible to add nice tooltip like vanilla skills

somber horizon
#

add a journal page's uuid in the skill's object in CONFIG.DND5E.skills

#

eg CONFIG.DND5E.skills.acr.reference = "long-ass uuid"

harsh magnet
#

ok, thanks i will try this πŸ™

harsh magnet
#

i think i'm missing something, bc there already is "reference" but is think i put there wrong syntax
i will try with your method then

#

yup, that what i thought, i'm too stupid to do this correctly πŸ₯²

somber horizon
#

Just put that long-ass uuid you got there where you currently have reference

#

Compendium.homebrew is not a uuid

#

actually neither is that second thing with @UUID, that's a content link. You want that internal bit

#

This is a uuid: JournalEntry.<...>.JournalEntryPage.<...>

harsh magnet
#

like this?

somber horizon
#

no, still too much

harsh magnet
#

ok, so what i should delete from this: @UUID[JournalEntry.oPsZP8J7rRWm22DQ.JournalEntryPage.eREFnOv71MQEmnWw]{Culture}

harsh magnet
#

with all brackets?

#

ok i got it!

#

many thanks!

edgy oak
#

console log is clean, but I am not seeing anything that definitively indicates my script is loading

#

disregard please. figured it out. I'm an idiot.

edgy oak
#

loving the ability to tweak the character sheet banners with custom images.

paper shore
#

anyone figure out how to reduce the verticle width of the header?

topaz pumice
azure mica
#
:root {
  /*...*/
  --dnd5e-color-success: #1849a3;
  --dnd5e-color-success-background: #c0c2d0;
  --dnd5e-color-success-critical: #1755c9;
}
:is(.chat-popout, #chat-log) .message .dnd5e2.evaluation .target.hit .ac {
  color: #00318d;
}
.dnd5e2.sheet.actor.character .sheet-body .sidebar .card .meter.hit-points .progress::before {
  background: linear-gradient(to right, #1b2c4b 0%, #3b60a5 100%);
  border-right: var(--border-width) solid #27516d;
}```
not a very technical one, but this is just a simple conversion away from green elements to blue for a more rg colorblind friendly theme
stoic kelp
stoic kelp
#
.dnd5e2 .window-header a:not(.close) {
    visibility:hidden;
}    

.dnd5e2 .window-header:hover {
    visibility:visible;
}

Hides the top menu buttons on the main sheet unless you hover over it.

You can add more to the not() if you wish certain thing to show.

paper shore
#

hey all is there a way to change the actual background behind the boxes?

somber horizon
#

Which boxes?

paper shore
#

the actual background behind the stat boxes, that looks like parchment sorry let me get a pic

azure mica
#
.dnd5e2.sheet.actor.character .sheet-body {
  background: unset;
}```
paper shore
#

thank you!

#
/*CSS for D&D 5E character sheets background changes */    
.dnd5e2.sheet.actor.character .sheet-body {
  background: hue-rotate(240deg);
}```
#

is that correct?

#

Im getting

somber horizon
#

filter: hue-rotate

azure mica
#

the background which is unset in my example is a webp with transparency that provides the parchment look, not the actual color fill

paper shore
#

I wanted to get the syntax correct and play witl a filter or a new parchent webp I have

#

if thats possible

#
.dnd5e2.sheet.actor.character .sheet-body ```
#

keeps coming up red though

azure mica
#

the color and the background image are two different things. if you want to change the image youll have to play around with the selectors in my first example, the default is css url("ui/texture1.webp") no-repeat top center / auto 770px, url("ui/texture2.webp") no-repeat bottom center / auto 704px
so you will want similarly sized textures.

#

the color is just css :root { --dnd5e-color-parchment: #f1ebe8;} i think

#

but there is something funky about it because for instance, it changes the background but not the background of the ability scores, so 🀷

paper shore
#
--dnd5e-color-parchment: #c9c2bf;```
#

is the color on the background I jsut tested that in styles

#

I did find this as well

#
--dnd5e-sheet-background: url(ui/parchment.jpg) repeat;```
minor yoke
#

becomes this

edgy oak
#

slick

minor yoke
#
    background: transparent url(location of picture)
}
#ActorSheet5eCharacter2-Actor-"Actor-ID".dnd5e2.sheet.actor.character .sheet-body  {
    background: none;
} ```
#

choose at least 1500px on x so it doesnt repeat if you enlarge the sheet

paper shore
#

nice

urban dirge
#

any known way of changing the colours of the buttons in the chat box posted?

#

mine looks kind of stupid with my custom UI

minor yoke
#
.dnd5e2 .midi-buttons button {
    background:;
}

changes both of them to the same color tho. Cannot find a way to use 2 different ones

urban dirge
minor yoke
#
.dnd5e2.chat-card .description {
    color:"text color";
    background:"background color";

}
#

"color:" chnages the text color

urban dirge
#

thanks!

minor yoke
#

np ^^

urban dirge
#

just to make sure I'm doign this right- how does one apply these CSS changes to foundry?

#

is it like a world script or am Ithinking wayyy on the wrong lines?

ebon gulch
#

Easiest: Grab the Custom CSS module

#

Can just drop styles into it and it'll apply them either globally or per user.

#

(or yes you can link a stylesheet inside your world.json)

urban dirge
#

and the hit/miss button that pops up- how would one customise that one's colour?

ebon gulch
#

Open up your dev console, hit this arrow button, click on the element you want to adjust, check its specifiers

urban dirge
ebon gulch
#

Sure, in the bottom right portion of the dev panel (usually) is a list of Styles that are being applied to the element you selected. It'll be something like

.dnd5e2 button {
  stuff here
}```
#

To override that thing, you'll take that whole block, remove all the stuff here parts you don't want to affect, and leave the line or two you do want to affect, with your changes.

urban dirge
#

gotcha- that seems to be on the right track, but now how does one determine what to put in button? I am putting in the thing I want to change, but it doesnt seem to work as I'm likely missing something

ebon gulch
#

You'll need to drop in specific text you're using at this point; we're beyond being able to generalize πŸ™‚

urban dirge
#

cool! one sec

#

trying to change these sections here-

here's the code I'm working with- my main issue is likely just not typing in the right stuff to the bit you mentioned above as the 'button'

    color: #00008B;
}```
ebon gulch
#

I don't have a Foundry client handy right now, so someone else will probably need to jump in with more details, but it's probable that the element you've selected is containing the actual text elements inside, and those elements themselves have a color property that is overriding yours because it's more specific. At a guess, anyway.

slim jackal
#

Could I get help trying to move where a specific stat is displayed? My 5e game uses the dmg sanity stat, but the new block just kinda slaps it onto a flipped banner icon even though there's definitely room in the intial 6-grid to squeeze it in unflipped.

slim jackal
minor yoke
#

https://www.w3schools.com/css/ This is a great resource to look up stuff for CSS you don't know

#

You can also do actor specific modifications by putting #ActorSheet5eCharacter2-Actor-"Actor-ID" in front of .dnd5e2

minor yoke
slim jackal
minor yoke
#

You could try reducing the margin of the element

#
    display: flex;
    gap: 1.375rem;
}

that is the one.

#

just change the gap value

slim jackal
minor yoke
#

easiest would be to change the class in html from ability-score flipped to ability score

wintry wharf
#

Dumb question here. How do I actually do this? I see two different sets of code for each feature.

minor yoke
#

look in the systems folder in foundry for 5e. There should be a html document somewhere. Open it with vscode or something similar and edit. You would most likely have to redo it everytime you update the system though

azure mica
#

i wouldnt really recommend making aesthetic changes by modifying the system's files unless you are forking the system well and truly and know what you are getting into

#

you can edit the classes of elements with js with a world script or module, for instance for this case on the render sheet 2 hook you could do js html.querySelector('div[data-ability="san"]').classList.remove('flipped');
however, its not going to have the effect you wish it just flips it over

somber horizon
#

May be best to actually physically move the element using JS

minor yoke
#

to make this

azure mica
#

i may have misunderstood the intent here

minor yoke
#

Yeah, I got the score there without much of a problem but didn't get to flip it with css so that why I recommended modifying the class

lavish lodge
#

Hi! Hey! Hello!

I'm struggling with borders for skills and saving throws in character sheet. I was looking for any border in css to find out about filigree box... does someone know is theres an easy way to disable it an use my own border instead? I've used border-image-source but it seems that filigree whatever it is is rendered above.

#

This blew my mind

indigo hawk
#

It's using shadow DOM (meaning it's being generated somewhere else and injected in) and it's using SVG images for those borders. As best as I can figure out, you're going to have to use javascript to go in after it's rendered and remove those SVGs to get rid of them or create your own character sheet template to use in place of the default sheet. Maybe a dev for the game system can pipe up on the best way to handle this.

azure mica
lavish lodge
#

well then... seems like a work for next few days since my knowledge of css and js is from college over 10 years ago haha

somber horizon
lavish lodge
#

which element in css is responsible for highlight color?

somber horizon
#

Probably :hover

lavish lodge
#

That pointed me towards #context-menu.dnd5e2 .context-item:hover, thanks!

lavish lodge
#

is there a way to change hit dice bar to counting resource?

#

I'm using module to swap spell slots to spell points (mana) and it would be nice to move it there instead of...

#

...here D:

somber horizon
#

(1) Yes
(2) How's your JS?

lavish lodge
#

<sweating intensively>

#

I know some coding...

#

But you can call it not-proficient πŸ˜„

#

however I'll do what I can, for the glory of my players

ebon gulch
lavish lodge
#

oh right, sorry... where should I go with it?

ebon gulch
edgy oak
#

working on v1.0.2 to include a settings option to pick from a limited variety of header colors

edgy oak
#

lol. Yeah, felt like that.

urban dirge
#

how would one change the golden trims colours? also the white background to all the main tab's white parts

indigo hawk
#

The gold trim colors are SVG and they are in a shadow DOM - they are rendered elsewhere (and injected into the sheet later) and aren't reachable via the standard CSS ways. See #1205721176358395967 message

remote shale
#

I've been playing with custom CSS for my journals... and i've almost got it all how I want it. However I cannot figure out how to change the look of the inline links (playlists, tokens, scenes etc) They stay the standard foundry colours which end up looking really strange with my new layout. Can anyone point me in the right direction to learn how to customise these. Nothing drastic, really just some colour changes.

edgy oak
#

updated my new mod to have a setting for character sheet header color.

chrome pasture
#

does any one know if it's possible to programmatically set the parchment background of chatMessages to something else? Like the "../ui/parchment"

indigo hawk
#

(remove the ... - that just represents the other things being styled for the chat message)

indigo hawk
chrome pasture
#

alright thanks, where would this be placed tho? like if i have renderData, a renderTemplate(), chatData and then chatMessage.create()?

indigo hawk
#

It's in the core DnD5e game system's CSS so whenever that gets fired off (I didn't check on that).

edgy oak
stoic kelp
#

I fixed that but forgot to update the shared code

edgy oak
#

coming along

ebon gulch
# edgy oak coming along

Bonus points if you can figure out how to make the header color setting a color input as well and then just map it to the correct rotation behind the scenes. πŸ™‚

edgy oak
#

You must have a crystal ball. I’ve already been toying with that because hue rotate is limited in what colors you can get out of it because it’s an overlay. Like if you choose 30 for yellow, it looks more like olive drab. In working with the css I have learned that I can actually manipulate the loaded dnd5e.css stylesheet directly. At least I could do it at the console prompt.

#

I’m going after header image replacement too.

edgy oak
indigo hawk
#

Nice work!

edgy oak
#

tyty. its a lot of fun.

#

The background images I am using are sized specifically to the expected height/width format. Going to have to see how it handles it if i say pump in a square image

#

decided i'm going to have both a background color selector and a hue-rotate option. the hue-rotate is still viable if you have a custom image and want to tweak it, like so. first is base image rotate 0deg (no change) and the second is rotated 180.

#

just have to make sure i have the logic set to force the hue rotate to 0deg when there is no image so like if someone picks a purple header it doesnt show up green or something.

edgy oak
#

i'm already thinking V2 will have selectable class and race presets, like themes. not to get ahead of myself lol

edgy oak
#

[beta] relesaed the mod for character sheet modifications

umbral marlin
edgy oak
#

Much of the functionality of the Restyler mod is based on this conversation thread, but the code in my mod goes beyond it.

#

you will have to add your own CSS rules to target other things in the sheet.

#

beyond what is in the examples in this thread.

#

i hope to have an update out to address the ability to have different character sheet configs by end of March. Shooting for sooner, but you know, real life.

umbral marlin
#

I had not doubt it goes beyond it, I just thought that this snippet of code could target this (see image below) as well as the header image

#

so I was wondering if you, or anyone, knew how to target those line so I could change those colors

edgy oak
#

one sec

#
.dnd5e2 .card .header { 
    background: linear-gradient(to right, #000000 , #000000));
    color:  #ffffff;
    border-radius: 3px 3px 0 0;
    border-bottom: 1px solid var(--dnd5e-color-gold);
}
#

That will make a black bar with white text. You can change the 2 hex values on "background" for the bar, and "color" for the text.

#

you can also use "var(--var-name)" in place of the hex, and you can look at all the loaded variables if you hit F12 in your browser/client and click on styles.

umbral marlin
#

I think there's something wrong on my side but I don't know what ahah

edgy oak
#

F12 > Elements > Styles

#

oh, duh

umbral marlin
#

'cause with that

edgy oak
#

one sec

umbral marlin
#
background-image: url(https://media.discordapp.net/attachments/1211468918229831700/1211922542181359626/Fiche_BG_2.png?ex=65eff5d2&is=65dd80d2&hm=37c05c52a26b9c0d9c9b8a112dcf4a2d35d17652ebe7447854f01392f67f5440&=&format=webp&quality=lossless);
}
#

I have that no problem

#

but for the headers/lines I'm really not sure

edgy oak
#

take that whole thing out, or update the hex value for your actual actor sheet

umbral marlin
#

but that's my sheet id

edgy oak
#

ok.

#

try putting the hex in quotes maybe?

umbral marlin
edgy oak
#

or use some of the var options from my screenshot or whatever you want from F12 > Elements > Styles

umbral marlin
#
#ActorSheet5eCharacter2-Actor-ZTXz996qm5J1KwWv.dnd5e2.sheet.actor.character .sheet-header {
    filter: hue-rotate(240deg);
}

#ActorSheet5eCharacter2-Actor-ZTXz996qm5J1KwWv.dnd5e2 .card .header { 
    background: linear-gradient(to right, var(--dnd5e-color-card), var(--dnd5e-color-blue));
    color: black;
    border-radius: 3px 3px 0 0;
    border-bottom: 1px solid var(--dnd5e-color-gold);
}```
#

even just copying that (your code) and changing the actor ID

edgy oak
#

shouldnt need the quotes i dont think. In looking at examples above.

umbral marlin
#

it still doesn't change so I'm at a lost

edgy oak
#

does the console log show anything?

umbral marlin
#

it might sound stupid, I'm decent at understanding a code but cannot code myself for the life of me

#

how do I access that ?

edgy oak
#

i'll disable my mod and throw what i pasted into custom CSS. one sec.

umbral marlin
#

thank you

edgy oak
#

This is working for me. Not sure why it isnt taking the hex on the background property.

.dnd5e2 .card .header { 
    background: linear-gradient(to right, var(--dnd5e-color-gold), var(--dnd5e-color-gold));
    color:  #000000;
    border-radius: 3px 3px 0 0;
    border-bottom: 1px solid var(--dnd5e-color-gold);
};
#

play around with using the variables you can see in F12 > Elements > Styles, like in the screenshot above. If I have a chance I may look at it later tonight when I have my big monitor and I can actually see what I am doing.

#

The above makes a gold bar with black text

#

you can also pull what you want from my stylesheet on the github

umbral marlin
#

OH it worked now

#

thank you !

#

(it stops working if I'm trying to target a specific character sheet tho)

edgy oak
#

Are you running both my module and custom CSS?

#

Are you trying to set these up for users? If so, each user can add to CSS themselves in their own module settings and they don’t have to target a specific sheet.

#

In the Custom CSS mod GM view has a global styles which affects everybody all logged in users, including the GM, and then the user style section which would be GM only. If a user were to look at the custom CSS module settings, they would only see the user file settings which would affect only them.

#

In my module, all of the settings are client side meaning that each user can set up their own sheets. It would affect every single one of their sheets, but the settings are unique to them.

#

This is all voice to text so if I have any typos or things seem a little weird read with a grain of salt

mild trench
#

Hello, sorry if this has been asked a hundred times but i saw some folk were able to customise the charactersheet banner and was wondering how you do it because ive been looking for awhile and cant seem to find what im looking for

edgy oak
#

i just released a mod for it

mild trench
#

i saw that but it isnt being recognised when i try to install it lol

edgy oak
mild trench
#

i shall try again, thanks

edgy oak
#

whwre did you get the manifest from? if this thread, that was a dev beta

mild trench
#

yeh must have been

edgy oak
#

it is in the foundry modules list now, you can install from the setup UI

mild trench
#

appreciate your work, thanks!

edgy oak
#

no problem, let me know if you have any problems (via the github issues πŸ™‚ )

#

or tag me in module-troubleshooting

mild trench
#

will do thanks my guy!

mild trench
edgy oak
#

for 1. Yes, each player can open the settings and configure their own sheets. It will affect all of the character sheets the same. I am working on making it actor specific, so each actor will have its own config, in a future release.
for 2. not yet, but I am working on that as priority one in the roadmap.

mild trench
edgy oak
#

Yeah, I can’t wait till the new npc sheets come around so I can start toying with those

acoustic canyon
#

Hello friends, soo cool to see some people trying to customize our beloved Dnd5 sheets.

I understand this need to put some Css code through the module "Custom Css"

I tried a couple of codes to change the main banner but nothing happens. :p

#

Ok seems it needs an other module, will dig more

edgy oak
#

You can use my new module just released today

acoustic canyon
#

yes installing it right now πŸ˜„

#

Looks great ! Thanks @edgy oak, giving it a try immediately :p

edgy oak
#

Sweet would appreciate any feedback good and bad especially the bad.

acoustic canyon
#

will do !

umbral marlin
acoustic canyon
#

@edgy oak Is it possible to have the main button back into "right pannel mode" ? I'm affraid is hiding the art a bit too much and some modules options gets behind them.

mild trench
acoustic canyon
#

oki doki ! thanks @mild trench !

edgy oak
#

as soon as I get the nav button relocation as a toggle on/off option, I am going to push out a 1.0.1 revision. Hopefully by the end of this weekend, if not sooner.

acoustic canyon
#

This is awesome, thanks a lot @edgy oak Been playing with it for a while now and I have a better looking character sheet.

A few suggestions and questions :

  • Having the nav reloctaion as an option / But you know that already :p
  • Being able to change the background of items etc ? The look of the old scroll is nice, but would love to be able to change that.
  • Using animated background (Gif) for example ? Would that be even possible ?
  • A translation of your module in French would be nice; if I knew the process, I could help out / French foundry community has their own discord and translation channel. Let me know.

Cheers !

edgy oak
# acoustic canyon This is awesome, thanks a lot <@456226577798135808> Been playing with it for a w...

tyvm for the feedback.

  • Having the nav reloctaion as an option / But you know that already :p
    Yep!

  • Being able to change the background of items etc background ? The look of the old scroll is nice, but would love to be able to change that.
    On the roadmap. But I have to be careful about how much i enable for being changed, because the settings UI is going to get to end up nuts. There are literally dozens, if not scores, if not hundreds of CSS targets on the character sheet.

  • Using animated background (Gif) for example ? Would that be even possible ?
    hmm. intriguing.. i will think about this.

  • A translation of your module in French would be nice; if I knew the process, I could help out / French foundry community has their own discord and translation channel. Let me know.
    *localization is something I am going to be working on as well. though i heard someone say, browsers are getting better at doing the translating themselves, 'reading' and translating the text after the html elements are rendered. But this is on my mind. *

acoustic canyon
#

Cheers to that ! Thanks for taking the time to answer back :p

#

And yeah animated banner would be nuts, imagine a Druid character sheet with this kind of background :

#

haha :p

indigo hawk
#

I would avoid GIF just like Foundry core in general avoids GIFs - instead perhaps allow webm format which is a more modern and performant animated image format.

ebon gulch
#

For what it’s worth, gifs would actually work just fine in the character sheet (though webp would be better).

edgy oak
#

yeah, definitely .webm, but I like the thought of doing it (at some point)

acoustic canyon
#

I think it would be awesome, I know a lot of players, myself included who really take the overall visual look of a game is important.

I remember playing Adnd when I started and the art of the books were extremely important to me and played a major role on my passion Rpgs πŸ˜„

But yeah .webp would be great as well.

azure mica
#

that one hundred dollar (for all the art collectively) ad&d 1e art 🀣

edgy oak
#

@acoustic canyon @mild trench **Restyler for DnD5e 3.0 **update will be coming before the weekend. I still have a little to polish.

edgy oak
#

thanks for the support. Update v1.1.0 is released.

#

next update... per actor/sheet config. I plan to add an additional nav tab in the sheet (only in edit mode) that will open a settings pane directly from the character sheet, and store the settings as flags on the actor. Probably within a week.

edgy oak
acoustic canyon
#

fantastic update, I'll give it a shot right now @edgy oak !

edgy oak
#

tyvm. looking forward to feedback.

acoustic canyon
#

So it works fine, I have now my buttons on the right side. But the Relocate nav button doesnt seem to work on my side.

#

Buttons stays on the right instead of switching like in your video

#

(I clicked on the wrong button at first but then the Relocate one)

edgy oak
#

what is that button you have there above the Nav settings?

acoustic canyon
#

Nope having the same issue without it

edgy oak
#

try a CTRL-F5 to flush your browser cache

acoustic canyon
#

yup

#

nope not working, tried on Edge brower and same issue with an additonal one, so recap :

**Chrome : **

  • Relocate nav button not working

**Edge : **

  • Image link for banner not recognized
  • Relocate nav button not working
edgy oak
#

are you seeing anything in the F12 logs?

acoustic canyon
#

This (if that helps, Im bad with reading console errors) :p

Uncaught DOMException: Failed to read the 'cssRules' property from 'CSSStyleSheet': Cannot access rules at HTMLAnchorElement.<anonymous> (https://assets.forge-vtt.com/bazaar/modules/tgce-restyler-5e3/1.1.0/scripts/tgce-restyler-5e3.js:293:67) 2tgce-restyler-5e3.js:293 Uncaught DOMException: Failed to read the 'cssRules' property from 'CSSStyleSheet': Cannot access rules at HTMLAnchorElement.<anonymous> (https://assets.forge-vtt.com/bazaar/modules/tgce-restyler-5e3/1.1.0/scripts/tgce-restyler-5e3.js:293:67)

edgy oak
#

ok, so you're on the Forge?

acoustic canyon
#

ah yes

edgy oak
#

I have an instance there

#

too

#

let me do some deeper testing there

acoustic canyon
#

no problem brother ! Appreciate the effort !

edgy oak
#

i'm seeing it too. its hard to troubleshoot in the forge because i cant make edits on the fly. let me see what i can figure out.

#

even with all settings disabled/default, its erroring on the initial sheet render.

acoustic canyon
#

Will do !

#

can you give me the adress of your git ?

acoustic canyon
#

Done :p

somber horizon
edgy oak
somber horizon
#

mmm, yeah Forge won't like that.

edgy oak
#

i was able to get it to work my manually installing my mod from manifest, not through the bazaar.

somber horizon
#

Yeah exactly. When doing it like that, the files are in the natural location, as per how you put them yourself. But when installing through Forge's bazaar, they move stuff around.

#

Basically, you can't make any assumptions about where your own files are when Forge is involved.

edgy oak
#

tgce-restyler-5e3/1.1.0/scripts - yeah, they added that 1.1.0 folder in the path.

#

i'm going to have to figure out a different way to do it.

somber horizon
#

If you want, you can look at my module Visual Active Effects, I inject some styles depending on user settings.

#

I ran into this same issue a good while back.

edgy oak
#

i will do that, tyvm

#

i actualy have that mod installed in my dev instance i thnk. Its quite nice.

edgy oak
#

SO i think for now I am going to remove the Nav Tab relocation aspect of the module completely. It is only that aspect, and i think moreso in how I am doing it, that seems to be throwing off the forge. All of the other CSS restyling aspects (color changes and image replacement) seem to function just fine. Will look to get v1.2.0 pushed out this weekend with that functional down scaling, which should up scale the overall reliability of the module, and hopefully do so across all foundry platforms and providers.

From there, I am already working on v2.0.0 which will be a complete module restructure based on an example of @somber horizon 's awesome work. Thanks for pointing me to look at VAE. The simplicity of it's intracity is inspiring.

#

i am also now well more aware i will need to perform more extensive regression testing of my module(s) against the forge.

#

well, they do things different over there.

#

and im a forge user, so if i want my stuff to work for me.....

ebon gulch
#

Was typing: For what it’s worth, you don’t need to accommodate Forge’s weirdnesses at all β€” but yeah if it’s your own game ugh. πŸ™‚

edgy oak
#

i may reconsider being a forge user lol

somber horizon
#

We love all our hosting providers equally, and I am sure none are better than the other.
If you are looking for a hosting provider that does not restructure the data of installed modules, I will recommend Molten. πŸ™‚

edgy oak
#

I've seen them, and will look at it again. I used to host my own cloud instance on Vultr with a debian server build. I thought moving to a provider would increase performance, and eliminate the need to do the backend upkeep. Its definitely helped in the upkeep dept, but performance is no better and I've since learned that really all the performance requirement is on the client side.

stoic kelp
edgy oak
#

nice, i was thinking of adding some additional pill coloring as well. That's a good one.

#

love the icons too on the VSM

#

i wish i could quit my job and just code foundry mods all day

ebon gulch
#

time to get that patreon cheddar flowin in

edgy oak
#

lol

#

i need to get better at coding my mod, and make a better version of my mod, before i would consider asking people to give me money

#

carts and horses.....

ebon gulch
#

The VTTA patreon was pulling in like $15K a month for at least a year after their DDB import module was abandoned. Think big! πŸ˜„

edgy oak
# stoic kelp

i think that pill would be better suited as yellow with black text. Red/Green (imo) is for Yes/No, like equipped/not equipped. That concentration pill should scream dont forget about me!! Just some thoughts.

somber horizon
edgy oak
#

holy crap! I am such an idiot.

#

stylesheets have a disabled property

#

so now i just have my manifest JSON loading two css sheets. one for all the pretty stuff, and one for moving the buttons. If you dont want buttons moved, uncheck the setting and it disables the sheet. That setting alone requires a reload, but I can live with that. And thanks to @somber horizon 's script as an example, all of the pretty updates to the character sheet now apply without having to open and close the sheet. @mild trench I think this is going to work well in forge, I will get an updated package out tomorrow afternoon. I have to call it for the night.

edgy oak
#

v1.2.0 has been released and all seems to be working fine on the Forge. I had to stop all my servers for the update to get picked up by the Bazaar, but I think that is a Forge thing (which has been acting very 'buggy' imo lately).

https://github.com/Carpathias/tgce-restyler-5e3/blob/main/CHANGELOG.md#resolved-issue4
Resolved Issue#4

  • Relocate Navigation Tabs
    • The additional nav tab has been removed in favor of just a single Boolean setting to enable/disable.
    • This setting does require a reload.
  • Other Changes
    • Character sheet no longer needs opened and closed to refresh style settings.
    • Settings will apply as soon as Settings UI is saved and closed.
    • Added additional chat pill highlighting for Concentration tag.
    • Added the ability to scale the entire sheet down to .8 (80%) of default.
#

next up is 1.3 for the per sheet settings capability. That is going to push my coding skills a bit, so might take a couple weeks. I have to dig into generating applicationForm objects.

acoustic canyon
#

Seems to be working all fine for me (Forge user) ! Will test the other options as option as well. Great work @edgy oak

edgy oak
#

Nice, ty for confirming

azure mica
#

after all this i wonder if mine works at all on forge...im definitely not fixing it if it doesn't 🫑

edgy oak
#

lol. If I ever move off forge myself my development considerations are coming with me

edgy oak
#

Honestly, I think any module developed with β€œgood practiceβ€œ methodology is going to be fine on the Forge. I think that was the problem with my previous version, that I had some bad practice.

edgy oak
# stoic kelp

would you mind sharing the js behind those Verbal and Somantic pills?

acoustic canyon
edgy oak
#

I know of 5 people at least who have installed it on Forge, so there's atleast 5000 of us lol.

edgy oak
#

getting somewhere on the per actor config. Got the formApplication to render, and started building it. It has led me to the conclusion I am not fond of HTML and CSS. Have been fighting with those three buttons on the bottom.

#

and i dont know why the first color picker is a little wonky.

#

that whole row is a bit off really.

#

but, good progress none the less.

azure mica
#

for the buttons, i think you could put them in a group with display: flex and flex-direction: row, then you could give each of the buttons width: 33.3333%, or something like that. not sure if this is a 'good' solution but its worked alright for me on a similar color picker formapplication

#

not sure what is going on with that top row

edgy oak
#

thanks! I'll give that a try... tomorrow. my brain is mush.

#

I may also break off and figure out how to manipulate the data to/from the form and to/from the actor flags.

#

Then work on putting it all together.

#

i'm pretty sure my html is very cobbled together. I'll probably need to redo the whole thing for the final, but have learned a lot today.

mild trench
stoic kelp
#

This is actually midi though

edgy oak
#

Nice stuff

chrome pasture
#

Does anyone know what this thin black border is around the image? Its an application with popout set to false.

#

nevermind was the <img> that added a border

mild trench
#

The navigation tab toggle doesnt change anything for me currently. I have it unchecked and the tabs are still at the top, when i check it they remain there.

edgy oak
#

you installed 1.2.0?

#

feel free to message me direct. I am working on carving out a space in my discord server for troubleshooting my mod. for now, DM will have to do, cuz it doesnt belong here.

ebon gulch
hazy wharf
#

Found a way to edit the background color for chat cards. Is there any way to make this change permanant so it doesn't revert every time the game is launched?

wind rover
mild trench
hazy wharf
edgy oak
# hazy wharf Cool. Awesome. How does one do that? I don't have any coding knowledge

get the module Custom CSS. After enabling, go into settings for the mod and click the button to open the panel where you enter the CSS. Then you paste what you have in your screenshot above into either the global section, which will affect all logged in users, or the User section, which will affect only you. This is assuming you're GM. If a user opens the Custom CSS pane, they would only see the User section, where they could also enter the CSS you have in the screenshot above. In this manner, some of your users could have the updated chat cards, and some could not. But I would just stuff it in the global section and let everyone have the same.

edgy oak
#

HI @mild trench, havent seen anything abnout your issue. You can @ tag me in #modules or DM me. Let me know if you need help.

edgy oak
#

well, it took me forever to get the .hbs and .css files to work together symbiotically to produce the new 'per-actor" sheet styling config, but I've landed on this for version 1.3. Now to get the JS backend to do its thing......

acoustic canyon
#

Hello friends, this thread is only about restyling the Dnd sheet right , I was wondering How I could use custom Css to change the style of this module : https://wiki.theripper93.com/premium/epic-rolls-5e
Precisely the banner when the roll starts.

Thanks a lot

wintry wharf
acoustic canyon
#

allready did, but I think he's maybe not aware of Custom Css. Hence was wondering if that was possible or just impossible.

wind rover
#

Hi, there,
I'm looking to tweak some JS code to change the default size of class sheet item...
I don't think it's possible with just CSS, but with JS, would it be possible?
This sheet :

#

I can't change just .dnd5e.sheet.item because that would change all the windows. 😬

azure mica
#

what are you trying to do exactly? change the size of the sheet itself, and if so to what end? taller? wider? smaller?

wind rover
azure mica
#

i did something similar in 2.3 to the actor sheet, but unfortunately im not immediately able to find an instance of that code

somber horizon
#

A minimum width of 700px instead of 600px?

wind rover
#

Yes, for example, I don't have a precise figure in mind, I need to do some tests. πŸ™ƒ

somber horizon
#
.app.sheet.actor.character.dnd5e2 {
  min-width: 700px;
}
azure mica
#

i think the problem is this sheet doesnt have a unique selector for when it is a class item, it just has class="app window-app dnd5e sheet item"

somber horizon
#

Oh, not the character sheet? oopsie

wind rover
#

Ah, that's for the character sheet, I'm looking to target the class type sheet, the screen a bit more hait.

wind rover
somber horizon
#

It doesn't have a unique selector, but it does have class-specific inputs

#
.sheet.item:has(input[name="system.hitDiceUsed"]) {
  min-width: 700px;
}
azure mica
#

:has strikes again

#

doing it with css is going to be much easier in the end i think

wind rover
#

It ... works. My goodness, I had no idea you could do something like that.
Thanks Zhell, and alakshana too. :)

azure mica
#

i did sort of find an example of what i was doing back in 2.3, it was this #module-development message , which you could sort of do on ItemSheet5e hook and filter out items you dont want, but...its way worse than doing it with css

#

i didnt know about has back then

somber horizon
#

:has wasn't standard until this December

wind rover
#

Ah well, I just learn :has right now.

stoic kelp
#

Experiment continues, still note quite done. πŸ˜„

viscid mountain
#

Any CSS lying around to stop the flashing of the paused icon?

azure mica
#

it respects windows accessibility settings if you are on windows (so i have heard), it must be true since i have never seen it flash

#

not really an answer to your question, and im sorry to say i dont know what setting it is

viscid mountain
#

Huh. Well that's neatℒ️.

azure mica
#

what part of it flashes?

somber horizon
#

The faint white pulse?

viscid mountain
somber horizon
#
.dnd5e2#pause#pause {
  animation: none;
}
viscid mountain
#

goes between those two

#

sweet lord zhell

fast knot
#

I had to figure out how to make it spin again as I was using a spinning spiral prior to 3.0. πŸ˜„

#
  background: none;
  animation: fa-spin 2s linear infinite;
}
#pause img {
  content: url("worlds/wbtw/assets/whirl.svg");
  opacity: 0.75;
    top: -14px;
}
#pause img path {
  fill: #d5006d;
}```
#

Obviously the above is very specific to my world, but the gist is there.

#

IIRC I had to put that top in there to fix it spinning off-centre.

edgy oak
#

version 1.3 of Restyler is coming along really well, but I need another week I think. I really want it to be polished.
Sheet edits are now per actor. Edits are real time. The smaller sheet is scaled to 80%, the one behind it is default size.

azure mica
#

out of curiosity, does your sheet scaling solution allow the sheet to fully expand to the height of the display, or does it have a max height that is smaller than the display?

somber horizon
#

(That is a bug when using the scale property in either css or overriding defaultOptions.)

open moon
#

Does anyone know the size that these banners should be?

#

I'm tinkering with a few options now, but it'd make it a lot easier if I had the top banner size measurements in advance lol

#

sorry if that's already been answered

somber horizon
somber horizon
#

Hm?

ebon gulch
#

Why on earth would they be different sizes

somber horizon
#

They look different

ebon gulch
#

…

somber horizon
ebon gulch
#

Good grief

somber horizon
#

Well, the banner is in a ::before element

#

it isn't bigger, it just has more of the background

#

functionally, that is

ebon gulch
#

Like, okay, cool, maybe it's just me but to me "dark mode" means "this, but dark" β€”Β not "an entirely different layout that is also dark"

somber horizon
#

I dont think anything changed besides the addition of that ::before element

azure mica
#

i panicked but now i see its alright...at least as alright as it was before

edgy oak
#

I have it set to be adjustable from .8 to 1.1 (80% to 110%). anything below 80% was too small.

stray ridge
#

Hi all. Hoping to get some help with an issue I'm having with a custom stylesheet that worked fine in v2.4.1, but not in v3.0.0.

Here is the selectors and declaration in the CSS file:

h4.h4-header-hppcc, p.h4-header-hppcc { font-family: "Montserrat-SemiBold"; color: var(--color-very-dark-hppcc); font-size: var(--heading-alt1-font-size-hppcc); line-height: 1; margin: 28px 0 10px 0; font-variant: small-caps; orphans: 1; border-bottom: 0px none; }

Here is how I'm calling the class in HTML:

<h4 class="hpp-cc h4-header-hppcc">A</h4>

hpp-cc is where the color and size variables live.

The result like the attacked screengrab from the journal

When I open up the dev-tools in Chrome to see why the CSS is being ignored, I see that the font-family and font-size declarations are crossed out as shown in the other grab. Usually, that means there is a lower level CSS that is overriding the declarations, but I don't have anything lower than the class in the custom CSS other than the adjacent p selector.

In fact, all of my H selectors have a corresponding P selector. None of those are working except for the P selectors.

When I switch the selector to p, it works fine. Note: I bind classes to specific selectors in the module's CSS to make sure I'm not accidently colliding with the core CSS or any other modules.

Any thoughts as to how I can get the H selectors in to work in v3? I've spent a couple of hours debugging and looking through the Discord server and can seem to find the right solution. No luck so far.

somber horizon
#

Your second screenshot is showing that there is a more specific css selector applying a style that takes priority.

stray ridge
paper shore
#

@edgy oak is there an option to put an image in for the main sheet background? or just the header?

edgy oak
#

The new version I’m working on has an option to change the color of the overall background. It wouldn’t be much to replace that parchment I don’t think, I can look at that.

edgy oak
#

Well, there's not going to be a new version of my mod for quite a while. two things have happened.

  1. I have figured out a way with my current version development, through a particular pattern of settings and order of operations in applying them that I did not capture or record in any way, to completely hose up the CSS of the entire tabletop. It hasnt been easy to yet undo without completely disabling the mod. I'm glad i caught it, because i would hate to have to field those github issues and complaints.
  2. Dark mode is pretty friggin sweet, and also introduces a whole new layer of considerations and complexity I would need to address and accomodate. While I feel my JS/CSS/HTML capabilities have grown by leaps and bounds over the past few weeks, this new update has pushed the bar beyond me for now.
edgy oak
#

i gotta not be such a whiny baby. Still a lot to smooth out, but i overcame some hurdles.

#

going after something that will allow this type of color configuration. Probably going to have a single color selector affect multiple elements.

#

and I'm probably going to leave those Nav tabs alone for a while. That's where I ended up hosing up the CSS on a grand scale, trying to move those things around to the header on a per actor basis. Had it working, but if you close the sheet before the Restyler app, no bueno.

edgy oak
#

I know I've been saying this for a while now, but I need another week or two... but v2 of the Restyler is really coming along.

azure mica
#

then youll have to do it all again for npc sheets thisistheway

edgy oak
#

yep, but ive (re)designed the framework of the mod with that in mind.

#

This is the same sheet switched to light mode. Gotta little work to do in the css targeting between the two modes, but I've got most of it.

eager prism
#

using CSS (3.1 doesn't seem to work with this module) how do I change the color of these banners?

#

and this BG image? :000

indigo hawk
azure mica
#
.dnd5e-theme-dark .dnd5e2.sheet .card .header {
  background: linear-gradient(to right, #000000, #000000);
}``` for dark mode, 
```css
.dnd5e2 .card .header {
  background: linear-gradient(to right, #000000, #000000);
}```
for light i believe
edgy oak
#

yes, those are correct for the Inventory/Spell banners.

sharp osprey
#

@edgy oak have you had the time to look at the github issue I posted about the console error?

edgy oak
#

what only works on 3.2?

eager prism
edgy oak
eager prism
edgy oak
#

light mode or dark mode banner?

eager prism
edgy oak
#

well, the banner is different in dark mode, which was introduced in 3.1

azure mica
#

heres some examples of the banner being changed

.dnd5e2.sheet.actor.character .sheet-header {
  background: transparent url(/modules/arcadia/assets/ui/banner-character-pink.webp) no-repeat center / cover;
}

.dnd5e-theme-dark .dnd5e2.sheet.actor.character .window-content::before {
  background: url(/modules/arcadia/assets/ui/headermosaic.webp) no-repeat top center / cover;
}

top is light mode, bottom is dark

sharp osprey
eager prism
#

oooh

edgy oak
#

for dark mode, target

.dnd5e-theme-dark .dnd5e2.sheet.actor.character .window-content::before
eager prism
#

okie!

edgy oak
#

v2 of the mod is coming soon. Has much better handling and UI for sheet style edits.

#

@sharp osprey , will get back to you asap on the github issue.

edgy oak
#

@sharp osprey I think that error is caused by a stylesheet with a null HREF value. See this thread. #1218233119308644513

sharp osprey
#

I'll have a look after I finish my prep, thanks

edgy oak
#

There is a lookup that fails if a stylesheet has a null HREF value, beacuse I forgot to put a '?' in that lookup telling the code to essentially ignore null results. It is handled properly in the new version.

#

Is it failing on the Nav Relocate option?

sharp osprey
#

I haven't seen any specific bug tbh

#

I stumbled upon this while debugging another module

edgy oak
#

Im glad it not impactful to you. Thanks' again for bringing it to my attentions.

#

If you follow that thread, put any data you get from looking up the stylesheets into the git issue. thanks!

sharp osprey
#

Will do

eager prism
#

what would be the value for this beige tone in the dark sheet? '3'

edgy oak
#

the class/level?

#

and all of the butotns?

eager prism
#

yep!

#

the beige color in general uwu

edgy oak
#

The level and inspiration badges on the far right are images. You cant adjust the colors of those, but Restyler v2 will let you replace/resize them. The only way to change their color in V1 is to use the hue-rotate option in the mod, which affects ALL header elements.

#

so there are multiple css targets for all of those items.

eager prism
#

ohh

edgy oak
#

This is for the character name, in light and dark mode.

.dnd5e2.sheet.actor.character .sheet-header .document-name
#

for class/lvl

.dnd5e2.sheet.actor.character .sheet-header > .left .class
#

for xp label (use color property, same for above)

.dnd5e2.sheet.actor.character .sheet-header > .right > div:last-child .xp-label {color: #000000;}

for xp bar (user border property)

.dnd5e2.sheet.actor.character .sheet-header > .right > div:last-child .xp-bar {border: 2px solid #000000;}
eager prism
#

how do I add that property?

#

sorri, code-illiterate

#

background, trying to find the background color string too

edgy oak
#

edited above

#

i gotta jet, family stuff to do, but hopefully before next weekend I'll be releasing V2 of Restyler and you'll just be able to restyle your whole sheet from my GUI interface.

eager prism
#

thankiu!

azure mica
#

@wraith sail

.dnd5e2 .items-section .item.prepared span.title {
  color: #00000
}
and
.dnd5e2 .items-section .item.always span.title {
  color: #00000
}

adding a color of your choice with these selectors is the simplest way

wraith sail
#

Is restyling v3 a mod i don't have ?

azure mica
#

restyling v3 is just a thread about restyling v3. this is just css, you can follow the guide to make a world script in #dnd5e pins (should be in the first pin), but just make a .css file and a "styles": line instead of a .js file and an "esmodules": line. i know a lot of people also use the 'Custom CSS' module

#

someone (not me) should modify the world scripts guide to explicitly include css πŸ˜…

wraith sail
#

Ok will try that out πŸ€”

azure mica
#

feel free to ask here or in the main channel if you get stuck, people are willing to walk you through whatever parts of the guide dont make sense, its just a good place to start

edgy oak
#

Restyler 2.0.01 is released

edgy oak
#

and seems to be having issues on Forge. Atleast on my forge it is.

edgy oak
#

Restyler 2.0.02 is released. Fixed the Forge issue.

#

Forge is now showing the updated package

paper shore
#

I dont see the configuration you have there I just see

edgy oak
#

Read the first setting hint. It’s a button on the character sheet header that looks like a paintbrush.

paper shore
#

ahh got it thanks

edgy oak
#

Edits are now per sheet. (Edit one at a time plz). If you want to copy the config of one sheet to another, I have a macro I can give you.

paper shore
#

would love that yes please

edgy oak
#

I can post it here in a few hours, gotta do the morning routine with kids to school and get work going. It is also in the macros folder on my GitHub.

#

Will be a core feature in a future release of the mod

edgy oak
paper shore
#

Thanks Man!

edgy oak
quiet rover
#

Oh god its a module, okay I'm a real dumb

somber horizon
#

no it's a world script, but you can put it in a module, sure

edgy oak
#

@quiet rover I've included Zhell's awesome skill/tool toggle as a feature in my Restyler module, but if all you were wanting to do was enable that functionality you could do it like Zhell said with a world script for the JS portion and Custom CSS mod to inject the CSS. There are other ways to load the CSS portion but I think Custom CSS is the easiest and most straightforward.

https://github.com/Carpathias/tgce-restyler-5e3

#

On another note, per a feature/enhancement request from a user, the ability to replace the header and body image with one contiguous image is coming in the next release. probably 1-2 weeks.

edgy oak
#

my daughters love Sanrio stuff!! I'm on it lol

somber horizon
#

😬

edgy oak
#

won't package that in the mod or use it in the readme, you know copyright stuffs, but my 26yr old DnD player is going to geek out over it.

azure mica
#

is that number supposed to indicate youth or advanced age πŸ€”

edgy oak
#

depends i guess. From my perspective, 26 yrs old is young.

#

but she's my oldest, at 26, with her sisters being 11 and 16.

azure mica
#

kids these days dont know about hello kitty? what is the world coming to

edgy oak
#

oh no, my younger kids are into Sanrio too, they just dont play DnD to care about a character sheet background.

#

they don't play DnD.... yet.

#

the 11 year old is into Cinnamon Roll, the middle child is into Kuromi, and I forget what the oldest is into. Has changed quite a few times i think.

#

no wait, the 11 year old is into Pom Pom Purrin. The oldest is Cinnamon Roll. I think

#

I know way too much about this stuff... /sigh\

small thicket
#

Hello, Im having a issue with setting my header. It continues to cut half the header banner off and leave the default

somber horizon
#

It's in a different location when using the darkmode sheet.

small thicket
#

Do you think you could point out where it is?

edgy oak
twilit moss
#

I made a few edits using Custom CSS to the chat cards and to the pause button (restyled using Pause Customizer). The edits below hide the apply dropdown, change the background color of the chat cards, return the spin to the pause image, and restore the original Game Paused font.

edit: after seeing the wall of censor that added, i'm going to upload it as a css file...

twilit moss
twilit moss
chilly turtle
#

Is there a way to make the Tools reappear under the skills?

storm socket
#

New to this channel, WTF did I just stumble upon?!?! This is all so COOL!