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API's Preventing Initiative Rolls

1632876889

Edited 1632879779
Zer0
Pro
Hello! I just bought Roll20 Pro and am starting to use the APIs. However, it keeps seeming to break my roll20. Occasionally after installing a script of any kind. (Tried with aura health API and combat tracker API) Would prevent me from clicking the initiative button on player sheets and NPC sheets. I am currently using Google Chrome using the standard D&D 5e sheet, and the API sandbox returns no errors. However, removing all the APIs does not fix the issue. I've disabled, then removed, and then cleared cookies for Roll20. I cant roll initiative on any sheet. I have also tried this on Firefox, and Opera GX (But thats not supported) and all have the same issue. UPDATE: So I did some more testing, and the problem is this. If I am SELECTING the token, no initiative roll happens. No error either, just nothing happens. If I roll WITHOUT the token being selected, it then will roll as normal.
The only APi I am familiar with is the "Combat Master" api.  Combat tracker is very very old and likely broken at this point.  Aura Health API is a very very ineffective API and performs very very poorly the more npcs/pc's there are on the map currently being viewed.  Auras cause graphic resource mismanagement.  Having 2 up 100% of the time on every single token is even worse.  This api seems cool, but just not worth the headache.  Wish we could get the healing effects graphic but without the auras.  It runs great with just the DM in the session in just one page, but if you run that api for 6 hours straight in a session with many players and many tokens with sheets and auras, let the lagfest commence.   I recommend group-init or group initiative from the one click, and combat master from the one click, they sorta kinda work fine out of the box but group-init seems to come preloaded with the wrong dnd 5e sheet chosen for it, you have to delete the group and then run a option installer to get the 5e OGL sheet setup with it.  Otherwise the tiebreaker doesn't work right.  
Get rid of the third party extensions that enhance roll20 also, you are a pro user you don't need to expose your machine to nefarious js.  
1632917527
David M.
Pro
API Scripter
I'd second that recommendation for group-init. Very handy, rolls for multiple selected tokens, auto-sorts, etc.
1632956240

Edited 1632956323
Victor B.
Pro
Sheet Author
API Scripter
group-init display in game an option to configure for OGL after initial install.  Select this and it's pretty much good to go out of the gate. Combat Master has it's own initiative roller or works with group-init.  You only need CM if you want to track spells, conditions, durations, etc.  
1632973854
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Also, make sure ( verify ) that the token selected actually represents the character sheet you are pressing the initiative button for. Initiative is token-based, not character-based. If there's some mismatching it could lead to bad rolls. Second on removing Health Aura. It was a cool idea, but it eventually tried to do far more than its mandate and confuses users who cannot figure out why certain things like name visibility keep re-setting. It would have to be a very specific API to interfere with initiative rolling. I'm not sure it would even be possible to happen accidentally. The problem likely lies outside of the API, as you've verified by removing them all but still experiencing the issue.
Victor B. said: group-init display in game an option to configure for OGL after initial install.  Select this and it's pretty much good to go out of the gate. Combat Master has it's own initiative roller or works with group-init.  You only need CM if you want to track spells, conditions, durations, etc.   I actually use CM purely for the ping the current player feature when I hit next and also the colored reticle.  I know theres a ton more to the features but everytime I try to enable timers or the other stuff the players at my tables ask for them to be turned off.  Nobody likes timers and auto condition management it seems, takes away player agency or something like that.  I used to also use the next player button but I host alot of public oneshots and I discovered that nefarious dickish players can hit the next player button on people and I had no way of knowing who was being the dick and picking on the long turn players so I disabled it.