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[Script] Condition Tracker

Introducing Condition Tracker , a Roll20 API mod script for managing token conditions and custom effects within the Turn Tracker. View the Introduction video on YouTube The script offers: Guided GM workflows, including an interactive wizard and multi-target application, accessible via chat commands and auto-installed macros. Rich effect modelling for standard D&D conditions and custom types like Spell, Ability, Advantage, Disadvantage, and Other, with duplicate prevention and per-target tracking. Deep Turn Tracker integration with stable custom rows, source-based grouping for advantage/disadvantage, and various duration types (until removed, end-of-turn, numeric rounds). Comprehensive lifecycle management, featuring expiry-based removal, zero-HP cleanup prompts, proactive token-deletion pruning, and manual reconciliation for orphaned entries. A configurable marker system for applying and safely removing status markers from tokens. Internationalisation support for chat messages, wizard prompts, and help content across 24 locales. A robust, modular architecture designed for performance and extensibility. Where to install the mod from? Roll20 One-Click coming soon. Roll20 API GitHub master branch coming soon. GitHub Pull Request . Download and install manually from Dropbox . I hope GMs find this useful for speeding up gameplay and improving players' visibility into the battle conditions they are experiencing. Please let me know if you have any feedback.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Amazing work, as usual!
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Edited 1777914108
How do we get it to read different token marker sets, such as Keithcurtis's set?  Its really great by the way, very useful Also: I was in initiave and attempting to add an effect to multiple tokens.  I had multiple badguys who( the initiative tracker will hi-lite when it is their)  all have the same names...so when I was asked by the Condition-Tracker which token was causing the effect, there was no way to know which of my tokens was which...having said that, I dont think it matters as it is really just trying to figure out what to put into text, so as long as it says "girralon grapples Ted" it doesnt really matter to the script which girralon it was? BUT, if there were a way to see which token i was looking at when I hover over the button in the chat window...that would be something.
Hi James, If you look at the Roll20 Token Marker Library and click the set you purchased, each marker has a unique name listed under it. Pass that name into the command to use the custom markers. Regarding multiple tokens that all have the same name, you can enumerate (automatically number) NPCs by selecting tokens, right-clicking, and choosing "Enumerate Tokens" under "Advanced Transform". This feature should be available in all Jump Gate games to add a number to each token's nameplate, simplifying tracking of multiple identical creatures in combat. However, I will add a command to the roadmap to query the conditions applied to a selected token and output which active conditions were added and by whom. James H. said: How do we get it to read different token marker sets, such as Keithcurtis's set?  Its really great by the way, very useful Also: I was in initiave and attempting to add an effect to multiple tokens.  I had multiple badguys who( the initiative tracker will hi-lite when it is their)  all have the same names...so when I was asked by the Condition-Tracker which token was causing the effect, there was no way to know which of my tokens was which...having said that, I dont think it matters as it is really just trying to figure out what to put into text, so as long as it says "girralon grapples Ted" it doesnt really matter to the script which girralon it was? BUT, if there were a way to see which token i was looking at when I hover over the button in the chat window...that would be something.
request - I run a heavy curse / disease gritty game and I would love to have a feature like this that keeps track outside of combat. When combat starts, it is automatically applied. Currently, when I start combat, I have to pause the table to set everyone curses/disease/long term poisons or other long term debuffs before I get to their normal pre-combat buffs. Also would love a feature to Hide certain info. Example - Bane/bless is open to the public, but if they have a curse item and they are not aware of it yet, or a caster / enemy applied something to them like bane and they dont know what it is yet, I like to hide that info from the players but still see it for myself.  tl;dr: so 2 potential features 1) out of combat status tracker for diseases/cursed debuffs 2) In Combat - ability to hide status info from players to gm only
Hi Novercalis, let me have a think about how I can make those work, and I will see what I can do. Novercalis said: request - I run a heavy curse / disease gritty game and I would love to have a feature like this that keeps track outside of combat. When combat starts, it is automatically applied. Currently, when I start combat, I have to pause the table to set everyone curses/disease/long term poisons or other long term debuffs before I get to their normal pre-combat buffs. Also would love a feature to Hide certain info. Example - Bane/bless is open to the public, but if they have a curse item and they are not aware of it yet, or a caster / enemy applied something to them like bane and they dont know what it is yet, I like to hide that info from the players but still see it for myself.  tl;dr: so 2 potential features 1) out of combat status tracker for diseases/cursed debuffs 2) In Combat - ability to hide status info from players to gm only
This looks like a great capability! I definitely have a need for it in my campaigns. I tried to take the JS from the Dropbox and put it into my API environment in my campaign, but it did not compile. I hope the One-Click install comes soon!
Anthony S. said: This looks like a great capability! I definitely have a need for it in my campaigns. I tried to take the JS from the Dropbox and put it into my API environment in my campaign, but it did not compile. I hope the One-Click install comes soon! Hi Anthony, can you tell me what messages you could see in the Mod console?  Or, if it would help, I think the Roll20 Discord has channels we could connect to, that would allow you to talk me through your problem and should allow screen sharing so we can try and figure it out. I'm based in the UK and am available in the evenings to the early hours of the morning - so that would be 3pm to 11pm eastern time if you're from the US - just let me know if that would help.
At the moment, the next version of the Condition Tracker will be adding these features: Persistent Effects System (Saved Effects) : Store long-term conditions (curses, diseases, poisons, hidden debuffs) in script state outside the Turn Tracker. Token Report Command :   Reporting for selected tokens, including conditions applied to and conditions sourced by each token. Multi-system condition profiles : Added game-system-driven condition lists and default marker mappings with gameSystem configuration support (including dnd5e, dnd4e, dnd35, pathfinder1e, pathfinder2e, starfinder, and many additional systems). Name-based Token References : --source, --target, and --subject now accept token ids, exact token names, exact linked character names, and unique partial name matches. Actor Classification System : Cross-system token classification engine that reliably identifies PCs, NPCs, and ignored tokens in a deterministic order. Token Classification Overrides :  Explicitly override a token's actor type for selected tokens as PC, NPC or Ignored. Macro Creations: Easily create macros for commonly created tracked conditions. I should be done with testing soon and hope to publish the version 1.1.0 update in the next few days.
I have set-up a tracker for issues and feature requests in GitHub for the Condition Tracker mod:&nbsp;<a href="https://github.com/users/steverobertsuk/projects/3" rel="nofollow">https://github.com/users/steverobertsuk/projects/3</a>