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Round counter in Turn Order

This has probably been suggested but it would be great if the Turn Order was able to count the rounds. So underneath the Turn Order or next to the Turn Order there was a round 1, round 2, round 3, so on.
1412709956
The Aaron
Roll20 Production Team
API Scripter
In the interim, there are several scripts that will do this for you in the API, if you bump up to Mentor level. Still a good suggestion.
1412711319

Edited 1412711338
This seems like a simple enough feature as well. Nice low hanging fruit.
Yeah would be great if they put that on the next update. It seems simple enough but it is really needed.
1412723997
Patrick Von Raven
Pro
Marketplace Creator
I like the idea because I have no idea have to implement the API in my campaign.
1412728142
The Aaron
Roll20 Production Team
API Scripter
Patrick Von Raven said: I like the idea because I have no idea have to implement the API in my campaign. I'd be happy to help you with that some time. Just PM me if you're interested.
1412820817
Falcon
Pro
Sheet Author
Aaron - I tried to get this to work and was having problems. Can you ping me the link? Thanks.
1412823459
The Aaron
Roll20 Production Team
API Scripter
Well, here is mine: <a href="https://app.roll20.net/forum/post/931415/script-tu" rel="nofollow">https://app.roll20.net/forum/post/931415/script-tu</a>...
One issue with this is that there's currently no way to go "back" in the initiative order, so if you accidentally hit Next too many times you have to go all the way around in order to get the highlight back where it ought to be. If there's a round counter, that would presumably advance it one too many times. You'd need to be able to directly edit the round counter (which we'll need anyway) and possibly also add a "back" button.
1412971702
The Aaron
Roll20 Production Team
API Scripter
Yeah, as it turns out in the API, going backwards is problematic, particularly when you are skipping hidden units. It's actually pretty easy to just drag one or two people back up to the top of the initiative order (provided you aren't auto advancing past hidden units). In practice, instead of going backwards, people just handle those skipped individuals manually, and then resume moving forward. I guess I need to implement some combination of the command pattern and the memento patter and store the previous list of states to support undo like a full application would... =D
1413384208
Sam M.
Pro
Sheet Author
Instead of a round counter, some kind of generic counter that increments or decrements the number in the turn order after its turn has passed would be awesome. I did something like this for buff and debuff "timers" and I loved it!
+1
I'm liking Sam's idea of it being a generic counter. Especially if it could be named and manually adjusted, and a limit could be set. Aside from information. I could see my own group using it for 13th Age as the escalation die (because we keep forgetting to tick that).
Hmmm...I like the idea of a generic counter. Like say you could add an element to the screen which you could just incremenet/decrement and was visible to everyone? Could be used as a round counter, an escalation die, or even to track the number of minutes until a bomb goes off. How would that work with the automation of the turn tracker, though? How would it "know" what the "end" of a round is? Or would this just be something you have to manually remember to increment?
I would think the best way to handle it would be that every time it gets to the top of the turn order it increments or decrements depending on what you set it to do. I have no idea how much work that would be, but that is my 2 cents. Actually, I would like to add that it should have an option to set how much it increments/decrements. I can see that being useful if it is used as a timer for a bomb etc. different systems all have different amounts of time that constitute a round.
1414327127

Edited 1414327533
Alicia
Sheet Author
Roger A. said: I would think the best way to handle it would be that every time it gets to the top of the turn order it increments or decrements depending on what you set it to do. I have no idea how much work that would be, but that is my 2 cents. Actually, I would like to add that it should have an option to set how much it increments/decrements. I can see that being useful if it is used as a timer for a bomb etc. different systems all have different amounts of time that constitute a round. To go with that maybe be able to set it to be a die amount / formula which would be rolled. Not sure of a system which does this but bet there's one out there. Being able to add multiple counters which work independently of each other would be cool. Say one would be for round which would count up. Then later add ones for rebuffs which count down till end of effect. Could see you adding them like turn order items and then they have settings. Another idea for the rebuffs since most of them could be assigned to a character in the turn order already have a 2nd option for objects in the turn which would give it the counter so not only have that but also a turn order number. That would allow GMs to make sure the order stays correct but gives them a counter object as well.
Yeah, if it is going to be a generic counter that can be set to increment or decrement, people are going to want to have more than one of them for different things. I wonder how much more difficult that makes it to code.
1414398375

Edited 1414398568
I would like to suggest/request a timer feature to be added to the tools on the side. I picture it as a small digital clock interface with two modes, a stop watch or a countdown timer. The option could exist for it to be toggled to the GM Layer or the Map Layer (so that the players can see but not interact with it). However the same GM-only effect can be done by opening another window with a timer in it, the important issue to address is that the players can all share and see the same timer. It can be used for dramatic effects, having only a short time to accomplish a task. Or it can be used to keep a running tally of how long a task has taken (this assumes the typical "lap" feature of most stop watches), with different outcomes depending on the completion time. I know that I would use it in every game to keep the initiative order running smoothly, giving each player an allotted amount of time before his/her turn is shifted in the initiative. (This was originally posted as an independent thread and C&P'd over here on the suggestion of Pat S. so I apologize if these issues and ideas have been dealt with already). Edit: I've now read the posts and realize that this isn't in line with what was being discussed, but hopefully it still gets some notice. If there is another place it can belong please let me know and I'll happily move it to there.
1414405297
Gauss
Forum Champion
Matt , you should probably start your own suggestion thread for a timer clock. You can start a thread by going here: <a href="https://app.roll20.net/forum/category/385189" rel="nofollow">https://app.roll20.net/forum/category/385189</a> and hitting "Post New Topic". Note: you will need an available vote to create a thread in the suggestion forum.
1414451504
Sam M.
Pro
Sheet Author
Riley D. said: Hmmm...I like the idea of a generic counter. Like say you could add an element to the screen which you could just incremenet/decrement and was visible to everyone? Could be used as a round counter, an escalation die, or even to track the number of minutes until a bomb goes off. How would that work with the automation of the turn tracker, though? How would it "know" what the "end" of a round is? Or would this just be something you have to manually remember to increment? What I did was I had the counter change when its turn came up. I had multiple counters, one for the round, one for how long a buff has left, one for how long until an attack was off of cooldown, etc. It'd be a good idea to not restrict the counter to one, but rather have the option to add something to the tracker as a counter.
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