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New Reaction Live for Subscribers: Send to Chat

This summer, following the release of the Foreground Layer, we released a new feature called Reactions  that allow GMs to set up any token to automatically trigger when a player or GM-controlled token overlaps/touches it.  The first Reaction released was Conditional Fade, and now, we're happy to announce Send to Chat ! Use it to:  share descriptions trigger environmental emotes make your NPCs or creatures talk roll dice activate macros or mod scripts ... and more! Reactions can be used on any tabletop layer, and Send to Chat can be combined with Conditional Fade. You can read more on  our latest blog .   To access/configure Send to Chat, double-click any token and use the Reactions   settings found on the Advanced tab. Let us know what you think! 
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Very nice feature. Is there a way to make the StC announce WHO triggered it, even if it's just a whisper to the GM?  Can save a lot of arguments with players saying "I never touched that trap!" lol Also, one thing I've noticed in my quick testing is that if a larger token (in this case, a 3x3 token) passes over a single square token, it only triggers it if the center square passes over it.  Is that working as intended?
Hi Jason! I spoke with the devs who agree that whispering who triggered what would be sick. We will look into that after our turkey day holiday. Regarding your second question, yes, that behavior is intentional. What you’re noticing is the interaction with the token’s collision box. This design prevents tokens from accidentally triggering things when a corner bumps into them, ensuring that activations feel deliberate and intentional. We found corner bumping to feel quite irksome. You can view the collision box on the lighting layer for reference.
1764106215
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
This is a total and complete bona fide game changer! So many script just became easier and/or more powerful!  Can you explain what is meant by the sample ID syntax here?
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Edited 1764126641
Seb
Pro
Absolutely love this. Incredibly useful. Maybe an additional checkbox could be added to give an option to "Lock token Movement" (triggering token or all party tokens) after send to chat is triggered. It would give the GM time to describe what just happened and sort things out.
Feature Suggestion Being able to whisper the emas to players using this feature and others, so you can whisper things to a player and still have it look like the beautiful ema you can have in regular chat. 
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Seb said: Absolutely love this. Incredibly useful. Maybe an additional checkbox could be added to give an option to "Lock token Movement" (triggering token or all party tokens) after send to chat is triggered. It would give the GM time to describe what just happened and sort things out. It seems like you should be able to do this with token mod. I have it setup and it works for me as a DM moving my player's tokens into an area with the send to chat reaction. But for some reason when I try to trigger from my test player account in a another browser (while still present as DM in the game) it doesn't trigger at all.  Here's what my send to chat looks like though to "pause" the game. Basically just tell token mod to turn on "lockMovement" for all the tokens that match the list of passed in Character IDs. Then it just says "Game Paused" in chat. !token-mod --ids some-id some-other-id final-character-id --on lockMovement Game Paused And then a macro to "unpause" that does the same thing just setting --off instead of --on
Love it! it's going to be very useful.  One thing I noticed with my quick test; I have ladders connecting the upper and lower decks of the player's starship & have a script which moves them to the corresponding ladder on the other deck when they step on the space (marked by an invisible token). With this reaction I set it to say 'you clamber down the ladder to the lower deck' and on the lower deck 'you climb the ladder to the command deck' Entering the ladder space on the command deck fires the expected message and moves them to the lower deck, which, given that it is a ladder space with a reaction on it immediately fires the lower deck reaction although the player remains on the lower deck - Hope that made sense. Not really a bug, merely an observation & a peculiarity of the way I set things up.
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Edited 1764172261
timmaugh
Forum Champion
API Scripter
First, like everybody else, I am loving this new functionality. Here are a few hacks to make it do more until we get further development from Roll20: Let the Metascript Hackery BEGIN! So, first, all of this will require the Metascript Toolbox script package to be installed. Also, since Beacon sheets don't expose their attributes and the model of HOW they will expose attributes when the DO expose attributes isn't yet settled, the Toolbox hasn't been updated to work with Beacon sheets (ie, the 2024 sheet). We can still do things with the *tokens*, but where I note pulling an attribute from a character, that won't work for Beacon-based characters. But after all of thaaaaaaaaaaaaat... Get the name of either the INSTIGATOR or the TOKEN Fetch offers ways to get the name of a token based on the ID. And since the ID is what is returned by the Reaction syntax nuggets of INSTIGATOR_ID and TOKEN_ID, we can use them to get the name: @({INSTIGATOR_ID}.token_name) @({TOKEN_ID}.token_name) Get an Attribute from the Associated Character Fetch also will track the ID up to an associated character if you need to return an attribute: @({INSTIGATOR_ID}.hp) @({TOKEN_ID}.RemainingAmmo) Send Any of This to the Chat Since the Toolbox only works in bangsy messages (those beginning with a "!" and intended for the script sandbox), we need to start our message that way, and then we need a {&simple} tag to turn it into a normal message. That means, that this will work to announce WHO triggered WHAT event: !@({INSTIGATOR_ID}.token_name) did the thing with @({TOKEN_ID}.token_name).{&simple} Want to whisper to the GM, just put the "/w GM" at the start: !/w gm @({INSTIGATOR_ID}.token_name) did the thing with @({TOKEN_ID}.token_name).{&simple} Whisper to the Owner of the Token Fetch also offers a way to get the controller of the token: @({INSTIGATOR_ID}.token_cby_name) That means that you can whisper a message to the controller of the instigating token: !/w  @({INSTIGATOR_ID}.token_cby_name) You feel the overwhelming urge to eat something. Your party-mates look tasty. {&simple} And since the Send to Chat box can send multiple commands out, you could have this on one line, and a wider/broadcast announcement on another. Combining this all, you could whisper a special message to the instigator, request a roll against a Save value that you retrieve from the character (including a button), while outputting a separate message to the wider game: !/w @({INSTIGATOR_ID}.token_cby_name) You triggered a trap. Roll a Wisdom save. @({TOKEN_ID}.token_name).[Save](!
@{@({INSTIGATOR_ID}.token_name)|wisdom_save_roll}){&simple} !@({INSTIGATOR_ID}.token_name) chose poorly. {&simple}
1764171712
timmaugh
Forum Champion
API Scripter
An Example Here is the text from a token's "Send To Chat" reaction box: !/w @({INSTIGATOR_ID}.token_cby_name) &{template:default} {{name=You Did The Thing}} {{What Happened=You did the thing, and... it doesn't look good. It... I can't even. It just... I think you'd better roll a Wisdom save.{&nl}[Save](!
@{@({INSTIGATOR_ID}.token_name)|wisdom_save_roll}) }} {&simple} !&{template:default} {{name=Oops}} {{=@({INSTIGATOR_ID}.token_name) chose poorly. Like, really poorly. "Saint @({INSTIGATOR_ID}.token_name) of Bad Choices", the children have taken to calling them. }}{&simple} There are 2 statements, each of them templated. One is whispered to the controller of the instigating token, and includes a [Save] button. The other message is sent to the table at large. Here is what the controller of the instigating token sees (the whispered message): And then everyone sees the other message: And the button works:
I would love to see this reaction allow us to use templates like Supernotes:&nbsp;<a href="https://app.roll20.net/forum/permalink/12040827/" rel="nofollow">https://app.roll20.net/forum/permalink/12040827/</a>
1764187100
timmaugh
Forum Champion
API Scripter
Novercalis said: I would love to see this reaction allow us to use templates like Supernotes:&nbsp; <a href="https://app.roll20.net/forum/permalink/12040827/" rel="nofollow">https://app.roll20.net/forum/permalink/12040827/</a> What feature, specifically, are you looking for? Are you wanting to use the Supernotes templates (the formatting and look that Keith has developed)? Or are you wanting to be able to put text in the Send-To-Chat Reaction box on the token so that Supernotes can parse it and construct the message? Because you can run a SuperNotes command from that token (or another token that you'd rather use for the source verbiage) just by dropping a {&amp;select} tag in that line and referencing that token. For instance: !pcnote --template|vault{&amp;select -Odi3QhLcYQG_11oTQY9} So you could reference (and construct your message using the SuperNotes template) from the GMNotes of the "bumped" token, or you could have the GMNotes of another token (an associate "library" token for this interaction) which you refer to with the {&amp;select} tag. Two Caveats... 1) At the time of writing, the Reaction seems to be bugged... if a controlling player moves the INSTIGATOR token, the GM has to have the same token selected in order for the bumped TOKEN reaction to fire. I've raised this with the devs; hopefully we get clarity and/or a fix soon. 2) Make sure you don't include a space trailing the --template argument. I was not getting the proper template if I left a space after the template argument (before the {&amp;select} tag). When the Metascript Toolbox removes the {&amp;select} tag, the space will be left behind. This causes Supernotes to not find the template you are wanting to use. I'll let Keith know about that, and he should be able to knock a fix out, too.
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2 features 1) the format and look of it 2) the output - Be it whispered to the player who walked into it and open to everyone ------------------------------- For #1, based on your instruction, feels a bit convuluted because I have to make 2 tokens. One for the Verbiage that I have to put off screen, and the other is the trigger/insitgator token with that code. if that is the case, I can continue using supernotes as is, since I had to create a token anyways and I can use that same token. Only difference, i have to tell my players, you can only interact with the token when your next to it, instead of stepping on it.&nbsp; ------------------------- my point is though, is having these features already built into it, making one less API to use.&nbsp; Ideally, it would be: Double Click Token &gt; Advance Tab &gt; Check mark "Send to Chat" when that gets checked off, a drop-down menu appears with different template style to choose from. Also another 3 check box appears: Public Chat, Whisper to Player (and GM) who triggered it, whisper to GM only ----------------- If possible - merging "Send to Chat" with "Pin" or should I say, Pin should have 3 modes: 1) Visible to GM only (currently as is) 2) Visible to Players (Currently as is) 3) Visible to Players but no tooltip appears until token touch (what this thread is about)
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timmaugh
Forum Champion
API Scripter
Novercalis said: 1) the format and look of it For #1, based on your instruction, feels a bit convuluted because I have to make 2 tokens. One for the Verbiage that I have to put off screen, and the other is the trigger/insitgator token with that code. if that is the case, I can continue using supernotes as is, since I had to create a token anyways and I can use that same token. Only difference, i have to tell my players, you can only interact with the token when your next to it, instead of stepping on it.&nbsp; I'm sorry. I should have been clearer. You can have Supernotes reference the same source (the gmnotes) as is the triggering token. That is, you can fill the gnnotes of the "bumped" token with whatever verbiage you want. You can have that sent to the gm (who can share with the whole table), or you can send it to everyone directly. (Whispering to an individual player would require either a change to the Supernote command line or a new Metascript construction.) Alternatively, you *could* use a secondary token as the source of the verbiage, if, for whatever reason, you needed to. I was just trying to make the solution flexible, not trying to indicate that that was required. Oh, and looking closer at the Supernotes command line, you don't even need the {&amp;select} tag, since Supernotes offers an --id argument. (But the {&amp;select} tag could come in handy for *other* script commands!) Novercalis said: my point is though, is having these features already built into it, making one less API to use.&nbsp; Ideally, it would be: Double Click Token &gt; Advance Tab &gt; Check mark "Send to Chat" when that gets checked off, a drop-down menu appears with different template style to choose from. Also another 3 check box appears: Public Chat, Whisper to Player (and GM) who triggered it, whisper to GM only I think what you're likely to get, just from a development perspective, is the last request: 3 boxes with a "public", "player", or "gm" portion. That feels do-able. I doubt whether there will be much "templating" developed, since currently templates are handled by the character sheet or a script. And I don't foresee them integrating even a great script like Supernotes. I have no inside knowledge. I'm just relaying what my sense is of what is possible given the lay of the land.
Love this.&nbsp; I had set up pit traps in a game that automatically rolled damage and saves and applied to the PC, but&nbsp; it took some very clever stuff by Gravitas3k to have it as a trigger.&nbsp; This is even easier, drop that same script onto the token, move it to another layer (in this instance, map layer "under" some flooring, sent to back) and when the PC walks over it BOOM! and the trap is revealed on the objects layer. SWEEEET, ty Roll20 I second locking the triggering token in place - it would really make sense for traps, but also gives the DM chance to expand on the event.&nbsp; I try to be minimal with my use of APIs and can do most things with those I have, as awesome as TokenMod is, I don't want to install it just to facilitate this :)
I'm willing to bet my subscription that this doesn't work for Demiplane sheets.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Dr DM said: I'm willing to bet my subscription that this doesn't work for Demiplane sheets. It should, since it’s token-based, not sheet based. Actual macros will need to conform to regular standards though.
I'm curious if someone else can test this... What I'm currently seeing is that only the GM is able to trigger these send to chat reactions. If I move tokens as a GM it triggers the reactions as expected. If I open another browser signed in as a player (while still signed in as the GM in the other browser) I move the token over the reaction token and it does not trigger the send to chat, only the conditional fade. One interesting thing I noted is that if I have the token selected as the GM, and then the player drops the token on top of the triggering token it does fire the reaction. But if the GM doesn't have the token selected the player can never trigger the reaction. Is anyone else seeing this behavior? Have you been able to get players to trigger send to chat reactions?
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timmaugh
Forum Champion
API Scripter
Aikepah said: I'm curious if someone else can test this... What I'm currently seeing is that only the GM is able to trigger these send to chat reactions. If I move tokens as a GM it triggers the reactions as expected. If I open another browser signed in as a player (while still signed in as the GM in the other browser) I move the token over the reaction token and it does not trigger the send to chat, only the conditional fade. One interesting thing I noted is that if I have the token selected as the GM, and then the player drops the token on top of the triggering token it does fire the reaction. But if the GM doesn't have the token selected the player can never trigger the reaction. Is anyone else seeing this behavior? Have you been able to get players to trigger send to chat reactions? I saw that behavior yesterday and raised it with the devs. They've been able to replicate it on their end, so I'm sure a fix is in the works. Given the holiday, though, I'm not sure how quickly we'll see it...
I have just tested with a full dummy player account, player on Chrome and DM on FFox and it triggers as expected, so I don't know if this is fixed now?
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timmaugh
Forum Champion
API Scripter
Did you make sure to have the GM *deselect* the instigator token? That is, have the GM choose either nothing or an uninvolved token, then have the player account try to trigger the reaction.
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Wait one caller... I have failed in the most simple of tasks and will go quietly to the time-out step.&nbsp;&nbsp;Je suis désolé To the devs as a request though, would it be possible to be able to select one-off or repeat ?&nbsp; That beautiful emote is going to get old by the time the third character has walked into the room and then they all go outside again
Simon G. said: Wait one caller... I have failed in the most simple of tasks and will go quietly to the time-out step.&nbsp;&nbsp;Je suis désolé To the devs as a request though, would it be possible to be able to select one-off or repeat ?&nbsp; That beautiful emote is going to get old by the time the third character has walked into the room and then they all go outside again I think this is a great idea. For now I think I'm just going to use a script to delete the token after it happens. But having it as a built in option would be great.
I'm thinking of a hidden trap token that moves to the objects layer once triggered. A pit trap you could rule is fair if it fires again, basically the PC just walked back into it and maybe that PC gets a Darwin Award ... but some traps or items I would want to stay on the table, but no longer interactive
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timmaugh
Forum Champion
API Scripter
If scripts are available then you can already control the verbiage that gets sent to chat. You just have to point the "Send to Chat" reaction text at an external source, then change that source. For instance... ...for an attribute, you can call with @{character|attribute} syntax, and change the attribute verbiage with ChatSetAttr ...for a token bar, you can call with @(token.bar1), and change with TokenMod Or, if you don't want to actually change the source of the verbiage (maybe you don't want to have to retype it), you can use a logical construction from the Metascript Toolbox to determine if you should report the verbiage, then change some other testing field using one of the scripts, above. For instance, this version tests bar4 to be a 1, and sends the "/em" to chat if that is true: !{&amp;if @({TOKEN_ID}.bar4) = 1}/em did a bad bad thing{&amp;simple}{&amp;end} !token-mod --set bar4_value|0 {&amp;select {TOKEN_ID} }
1764763705
Pat
Pro
API Scripter
Welcome to half of the troubles with !Teleport - how not to have the target of a teleport (same page or remote) react when a token arrives, or moves but does not move *off* of the teleport token - how not to have a token bounce endlessly as it arrives and reacts to each token in turn - how not to pull your hair out figuring out *how far away* one has to get to figure out when it *should* retrigger...&nbsp; Norman said: Love it! it's going to be very useful.&nbsp; One thing I noticed with my quick test; I have ladders connecting the upper and lower decks of the player's starship &amp; have a script which moves them to the corresponding ladder on the other deck when they step on the space (marked by an invisible token). With this reaction I set it to say 'you clamber down the ladder to the lower deck' and on the lower deck 'you climb the ladder to the command deck' Entering the ladder space on the command deck fires the expected message and moves them to the lower deck, which, given that it is a ladder space with a reaction on it immediately fires the lower deck reaction although the player remains on the lower deck - Hope that made sense. Not really a bug, merely an observation &amp; a peculiarity of the way I set things up.
Hi Pat, Switched from the teleport script to TokenTraveler - it's not in the api library yet. but it works really well, much easier to configure than teleport or mapchange <a href="https://app.roll20.net/forum/post/12550698/slug%7D#post-12576383" rel="nofollow">https://app.roll20.net/forum/post/12550698/slug%7D#post-12576383</a> Still has my original problem, but, I can live with it.
Simon G. said: I'm thinking of a hidden trap token that moves to the objects layer once triggered. A pit trap you could rule is fair if it fires again, basically the PC just walked back into it and maybe that PC gets a Darwin Award ... but some traps or items I would want to stay on the table, but no longer interactive So this appears to be done and dusted with the Automatically Reset&nbsp; tickbox being added. Very nice Roll20, very nice.&nbsp; My script was firing perfectly with the DM having the token selected (not desired) - that little snurgly also appears to have been fixed as I can now trigger as a player when the DM does not have any tokens selected, however my ScriptCards script no longer picks up the source (ie triggering) token unless I hard code the token ID in, which obviously isn't practical.&nbsp; Previously I was passing the source token ID using &nbsp;--#sourceToken|@{selected|token_id}&nbsp; but if I use that now Chat gives me this and I have no idea what that is a reference to - it is not the trap token, PC token or even the map token ID.&nbsp; Is there an easy way to pick up source token ID?&nbsp; (and the trigger /trap token's ID for that matter - not having to hard code that in would be a major bonus as I could then just CnP scripts onto traps and they would all work without any fiddling about).&nbsp; The script still runs and does everything else at the moment, it just doesn't do anything to the PC token, which it was doing before No attribute was found for @{-Odte2t1dGi_89K30u4C|token_id}&nbsp;
1764788979
timmaugh
Forum Champion
API Scripter
Simon G. said: Simon G. said: I'm thinking of a hidden trap token that moves to the objects layer once triggered. A pit trap you could rule is fair if it fires again, basically the PC just walked back into it and maybe that PC gets a Darwin Award ... but some traps or items I would want to stay on the table, but no longer interactive So this appears to be done and dusted with the Automatically Reset&nbsp; tickbox being added. Very nice Roll20, very nice.&nbsp; My script was firing perfectly with the DM having the token selected (not desired) - that little snurgly also appears to have been fixed as I can now trigger as a player when the DM does not have any tokens selected, however my ScriptCards script no longer picks up the source (ie triggering) token unless I hard code the token ID in, which obviously isn't practical.&nbsp; Previously I was passing the source token ID using &nbsp;--#sourceToken|@{selected|token_id}&nbsp; but if I use that now Chat gives me this and I have no idea what that is a reference to - it is not the trap token, PC token or even the map token ID.&nbsp; Is there an easy way to pick up source token ID?&nbsp; (and the trigger /trap token's ID for that matter - not having to hard code that in would be a major bonus as I could then just CnP scripts onto traps and they would all work without any fiddling about).&nbsp; The script still runs and does everything else at the moment, it just doesn't do anything to the PC token, which it was doing before No attribute was found for @{-Odte2t1dGi_89K30u4C|token_id}&nbsp; This appears to be an error in the parsing of the @{selected...} formation. I have raised the bug with the devs and they are looking at it. In the meantime, you can use @{instigator_id} to get the ID (the instigator and the selected token are one and the same).
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timmaugh, that's awesome and works beautifully, thank you!&nbsp; Is there a similar thing for getting the ID of the target token (the hidden trap token in this instance)? NM - I went to set up another token to test something else and spotted the example in the box, so the trap token is picked out via @{token_id} Nice!
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Some fun new issues with the changes to send to chat... first of all GM still has to have the token selected for player moving it to interact with the reaction. Secondly, doing something like "/desc some description" only works if the GM is the one triggering the reaction, if a player trigger's the reaction we get... "Unrecognized command: /desc some description" So basically it's sending the chat message as the player which also means.... most mods I want to use with it don't work because they require them to be executed by the GM.&nbsp; *Edit* Okay after more testing that's only partially true... so when using /desc some description it caused my previous line in the send to chat to not execute either making me think it wasn't executing. But getting rid of the `/desc` and just outputting the message as a normal chat message allowed the underlying tokenmod call to work for my player without the GM required having the token selected. When the `/desc` was there it did nothing when the GM didn't have the token selected also, but still executed tokenmod when the GM had it selected. Just some weird behavior. *Edit 2* Okay even more testing and it's not triggering at all. So I have no idea what's going on with it. I feel like I'm getting different behavior unexpectedly every time I test it at this point *Edit 3* I think I've tracked it down to the new manual reset of the trigger. After triggering it once, and then opening the token and pressing "Reset Trigger", it says "Reaction Ready: Yes" but it doesn't actually trigger. If I instead re-check "Automatically Reset?" it works every time. And then I can uncheck and it will work once again with the manual. But it seems like the "Reset Trigger" isn't actually resetting it. Manual activation is seems to be tracked per player, so when the player activates it, it marks as as activated for them. But the GM still sees it as if it wasn't activated. "Reset Trigger" seems to only reset it for the GM, so for the player it is still marked as activated. If activations are going to be controlled per player, we need "Reset Trigger" to reset it for ALL players, not just the GM. Otherwise when one player triggers the reaction it needs to set it as triggered for ALL players (and reset for all players)
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I am finding it works for my script when DM does not have token selected, but find the same for /desc
So I tried send to chat, worked for me but doesnt work for my players when they move over the token. is this normal or how do i get that to work? Doing simple stuff - when they enter a room, it just have a room description
Novercalis said: So I tried send to chat, worked for me but doesnt work for my players when they move over the token. is this normal or how do i get that to work? Doing simple stuff - when they enter a room, it just have a room description What is the content of your send to chat? As I mentioned above, if you're using something like "/desc some room description" that currently isn't working for players. I'm submitting a bug report for that right now. But if you have something else you're sending to chat post it here and maybe we can see why it's not working for you.
1764809611
timmaugh
Forum Champion
API Scripter
@Novercalis... make sure they've refreshed the game page. I had left my game open and didn't get the new update/fix until I refreshed it. Also, can confirm: CONSTRUCTION | GM TRIGGER | PLYR TRIGGER /em | works (as GM) | works (as PLYR) /emas | works (as CHAR) | unrecognized command (as has been standard) /desc | works | unrecognized command I'm not sure just how that last one will be resolved, since the messages coming from the reaction had to be given to *someone*, so they gave them to the GM. That could mean we don't get that particular construction (/desc) in a player-triggered reaction, but that's just conjecture. I have no inside knowledge.
1764988457
Brandon B.
Pro
API Scripter
Reactions are great! For something with a little more funcitonality and customization, also check out the mod ProximityTrigger&nbsp;
Hello, I've been having a hard time getting the Send to Chat feature to work with the /as command to provide NPC dialouge in character. I've tried everything that seems like a solution but am still struggling.
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For me, this has only worked correctly as the GM: when my players move into contact with a token with a Send to Chat Reaction, they get this: "Unrecognized command: /as "NPC" (reaction text)" Is there a way to get this to work so that the reactions will trigger normally for player-controlled tokens?&nbsp;
I updated one of my legacy games to try this. I made a trap token and moved an NPC over it after copy-pasting the commands into the token. Nothing happened. I tried on different layers and nothing seemed to happen still. Am I doing something wrong? Or why is it not triggering?
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Edited 1765014860
On the trap token, and bear with me, just checking from the wall socket back to the pc... have you set the tick boxes here? What if you put something simple like /em a musty smell greets you as you push back the panel...
On a slightly different note, thank you devs for fixing the @{selected|token_id}&nbsp; - I have tried it this AM (see snippet above) and can confirm it works beautifully as player with no tokens selected by DM
1765063688
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I believe the /as problem has been reported. It likely has something to do with the origin of the messages, which for the purposes of the engine, are the GM. Apparently this causes a conflict when the triggering person is a player.
Hello! I can't get the reaction/traps to work with keyboard movement, only with mouse dragging. Why is that? I saw the Traps and reactions and i loved it, but my players are all immune to it, because they all like to move around using keyboard instead of Mouse. Are there plans to integrate this to keyboard movement on the future? I don't think i can convince my players to stop moving with keyboard, they have being doing this for the past few years!
1765081925
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I can confirm that keyboard movement works for transparency reactions, but not send to chat.
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Edited 1765101019
Simon G. said: On the trap token, and bear with me, just checking from the wall socket back to the pc... have you set the tick boxes here? What if you put something simple like /em a musty smell greets you as you push back the panel... Yes, I have it turned on. I've tried multiple different commands and nothing happens when I move a PC or NPC token over the trap token.&nbsp; I've tried different layers and everything. Edit: I gave the token a name and that seemed to work. For some reason. Though trying the game on a token on the GM layer, does not trigger, which is kinda where I am expecting the traps to lay hidden. Trailer also showed the light layer worked Not sure if it needs a few tweaks or if I am doing something wrong still.
Hi MetalMan, there seems to be a problem with tokens moved by keys rather than mouse and I find the same; if I move as a player using the mouse, everything works as expected but if I step onto the trap using arrow keys...nothing.&nbsp; My trap tokens are on the Map layer, sent to back so not visible, though for general game play the GM layer is how I intend to setup as I would still see them, but they work for me regardless of layer. Trap tokens are not named, just set as Represents: None/Generic.&nbsp; Have you tried refreshing the page after setting up - I had some issues with this initially
1765124986
timmaugh
Forum Champion
API Scripter
Simon G. said: Hi MetalMan, there seems to be a problem with tokens moved by keys rather than mouse and I find the same; if I move as a player using the mouse, everything works as expected but if I step onto the trap using arrow keys...nothing.&nbsp; My trap tokens are on the Map layer, sent to back so not visible, though for general game play the GM layer is how I intend to setup as I would still see them, but they work for me regardless of layer. Trap tokens are not named, just set as Represents: None/Generic.&nbsp; Have you tried refreshing the page after setting up - I had some issues with this initially Hey, Simon... just as a suggestion, if you use the Fade scriptlet by Keith, TokenMod by TheAaron, and the MetascriptToolbox by me (both in the 1-click), you can automate moving your "trap" token to the map layer and having it fade into view. So you'd start with the trap token on the GMLayer,&nbsp; so you can see it but your players can't. Then, when a game token moves over it, the Send To Chat reaction fades the token out, moves it to the front of the map layer, and then fades it in (so your players will get the effect of it fading in. Here is what that command looks like: !{{ {&amp;select @{token_id}, +layer=gmlayer} &nbsp; !fade --out|.001 &nbsp; !token-mod --set layer|map --order|tofront &nbsp; !fade --in|1 }} Then you could have other commands, as well, to do whatever the trap does. Dismemberment. Spontaneous Decapitation. Disemboweling. Loudly chewing. Telling a really bad joke and not giving up until the party laughs. Whatever.
I somehow missed this, and its really cool. My first use case will be pit traps, as other have noted (I used to do these with right click and send-to-back, this is much cleaner).&nbsp; But I can think of lots of other uses (I did an "open sarcophagus and see the body" one with a sarcophagus/lid token pair as my first test). And I can confirm the problem with token-moving-by-keys not firing the chat message.
Hi Timmaugh, that's nice, thank you- I always like to look at alternative methods.&nbsp; I try and limit my APIs and use SC to move tokens around layers, so at present the script I have picks the trap token and moves it to &lt;insert layer&gt; once triggered