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More Options for the Macro Buttons

It would be great to somehow implement folders for Macro buttons, maybe a drop down menu with a bunch of macros together. I would love to see more options with the macro buttons. My current wishlist is: The option to replace some/all buttons with drop down menus with macro buttons. Reasoning: I play DnD4e and me and the parties I'm DMing for like to use a lot of macros, the players would like to have seperate menus for skills, at-wills, encounters, dailies and items. I as the DM would also like this to have a Kobold Menu with all my kobolds attacks, just as an example. The option to color the macro buttons. Reasoning: At-will powers are green, encounters red and dailies black. This is to easier read powers, much like the drop down menu idea. The option to color the macro drop down menus that is my first suggestion. Reasoning: Easier read. The option to mouse over a macro and see the contents of it, maybe after a 0.5 second grace period. Reasoning: sometimes you just want to check and this would be very comfortable. The option to open a small menu, much like recent rolls menu, except it's recent macros menu. Reasoning: It would be nice to quickly re-use the macros I often use, especially when 10 Kobold minions all are going to use their attack. This is not very much needed at this moment, but with drop down menus it could get very messy if you would want to use the same macro multiple times. The option to make logic statements in macros bound to characters in the journal. Example: Duncan has an ability that get +1 to hit while he is below 50% HP and we want that to function as one macro. Reason: I really like macros and this would just be awesome for apparent reasons. The option to have a macro/Ability have a command to change an attribute on a character page. The option to have a command to have an Ability to quote the name of the character it is made in  instead of having to select the character or monsters identity in the "has control of" dropdown. If someone has access to the Abilities of a sheet, they have control of it, so they should have the option to just select the Ability and have it read "Kobold shoots an arrow" in the same manner of the /me command, which would by default say "Terratani shoots an arrow" unless I changed the dropdown. This is very useful for GMs with lots of monsters. This is also useful for PCs with Animal Companions or Players that share a computer and a Roll20 account to play. Checkboxes on the macro buttons for certain modifiersor maybe for all macros that have a special type assigned to them. Of course optional. Let's say it like this, we have a rogue that often get combat advantage(+2 to attack roll), he is also a tiefling (+1 to attack roll vs. bloodied), and very often he is targeting a monster that is debuffed by another pc in the party (+3 to attack roll). If all these special modifiers could be checkboxes next to the macro by writing some basic code into the macro itself that would be awesome. Custom macros for individual tokens. This would be very useful for a GM or a multi PC game, my thinking was that either the macro bar in the bottom left get swapped out, or a new one pops up somewhere(above the original macro bar would probably be a good place) when selecting a specific token. These macros that show up are bound to that token and I think this would be a great addition to the macro system. A sub suggestion for this one is to make the token-bound macros optionally bound to characters in the journal, whom then can be bound to tokens, and also an option to click the characters in the journal to pop up the macro menu for that specific character. I didn't think that this post would make an impact of any kind and I'm delighted to see all the support I have been getting! Idecided to edit the first post to collect all the suggestions into one post and continue hoping that more people find these things useful. Other than that, keep up the good work and I just love what you are trying to achieve with this website!
I'd be totally on board with all of this. That last one can be clarified as two options I think: The option to have a macro/Ability have a command to change an attribute on a character page. The option to have a command to have an Ability to quote the name of the character it is made in instead of having to select the character or monsters identity in the "has control of" dropdown. If someone has access to the Abilities of a sheet, they have control of it, so they should have the option to just select the Ability and have it read "Kobold shoots an arrow" in the same manner of the /me command, which would by default say "Terratani shoots an arrow" unless I changed the dropdown. This is very useful for GMs with lots of monsters. This is also useful for PCs with Animal Companions or Players that share a computer and a Roll20 account to play. I use the "/me" to make an announcement of what I'm rolling to separate it from other instances of rolling, but it's annoying when two people share a keyboard and mouse especially to need to change that dropdown to the other character instead of just clarifying that was this or that character when you don't change it or forget.
Big +1 for something like this.  We play a game (Strange Aeons) wherein we operate several characters (1-10 or so...).  They all have at least 2 attacks plus the occasional ability that is nice to have macroed.  So...5ish characters...2-3 macros each...There's an awful lot of scrolling back and forth on the bottom.  Love to set up a single macro per character and a drop down to their individual attack/ability macros.
I actually thought of another one that that one of my players really would want/need Checkboxes on the macro buttons for certain modifiers or maybe for all macros that have a special type assigned to them. Of course optional. Let's say it like this, we have a rogue that often get combat advantage(+2 to attack roll), he is also a tiefling (+1 to attack roll vs. bloodied), and very often he is targeting a monster that is debuffed by another pc in the party (+3 to attack roll). If all these special modifiers could be checkboxes next to the macro by writing some basic code into the macro itself that would be awesome.
I think the checkboxes is a little too much in the macro bar, but if you can have an input for situational modifiers (charging attack bonus, flanking, called shot, ect) next to macros in the bar... But most of the time it's not hard to say those situational modifiers are on top of the basic macro. Frankly, if you have a macro that takes into account some of those modifiers and are able to actually go current Attibute "Attack Roll" +2 when you select Combat Advantage/Flanking macro button and then another that adds other bonuses, and then have a Revert Macro to return all stats to basic (although this would need to be changed when you level unless there could be a temporary modifier section for attributes)
Many good ideas there. The macro bar does get quickly crowded... Any feature that would encourage or empower players running multiple characters in a session would be welcome.
Haven't +1'd much in a long time, but this is definitly very well worth a gigantic +1
1369265875
Konrad J.
Pro
API Scripter
+1, the best solution would be some work on the macro bar by the devs. :)  But somethings are possible through the API. If you named the macros with some kind of a theme then we could write a script that would filter the macros, sort of like tags I guess.  Basically they would search through all the macros and turn on only the ones with lets say .attack in their name or .orc, etc.  Then you would just type in a chat command like !m .attack and only the macros that come back with .attack in their name would be shown on the macro bar.  You could even create a few macros that would filter common macros. :) I've got a bunch of scripts I'm working on so won't get to this idea for a while and not even sure how possible it is, but I'll give it a try when I get a chance.
+1 As for the modifier issue mentioned...(not discounting your suggestion, just trying to be helpful) something that I think would work (but does make the macro ugly) would be to create a Modifiers Sheet and list the different types of modifiers as attributes, then in the macro you could reference those Attributes in that modifier sheet.  If the modifiers don't apply, just make sure that the values are 0 or blank.  Like I said, ugly, but...it would get you what you want to some extent.  Alternatively, to make it less ugly, just have a single Attribut box called modifiers in the modifiers "character sheet" and put only a single value in there...it would require you to do all the upfront math but in the end, if you know it was a -2 modifier, you please that in the box and call the attribute...  Something like:  /r 1d10+@{Modifiers|Mods}[Modifiers] I hope this this helps, Rich
@Carl M: That's what I do do now, but it's easy to forget which modifiers you've put in (like that +2 modifier for a Bull's Strength Spell, or the + to damage from Bless or Magic Fang) I find myself looking back after a session and updating for a new level and be like "Oh... that's had the spell effect in there... oops..." It would be nice to have the ability to modify that stuff using a macro. and then another macro to "debuff" after.
@Terratani:  Definitely understand and agree.  Right now on my character sheets I have the stuff that is typically forgotten (Fatigue, Wounds and unskilled) explicitly and just those three things make the macro ugly to read.  Having something like suggested would be cool, especially if things could be set up ahead of time for a campaign somehow like: Range (Short), Range (Medium), Range (Long), Cover (Light), Cover (Medium), Cover (Heavy), Cover (Full), Wild Attack (I play Savage Worlds), etc and then just check the stuff that applies.   What would be really cool, if a way could be found to implement this to begin with, would be to have this feature available for each player individually, so they aren't all having to use the same set of checks - that way each player could be setting up their check marks as other players are resolving their turn, thus allowing things to run a little faster...
About the modifiers, what we did back in the says, we added everything on every roll. Now we are pleased that we only have to add +2,-2 and sometimes even +4 :-) The macros does the heavy ligning, and my biggest problem with the ability to add these modifiers, is that it's probably more timeconsuming than adding the simple modifier. I would be annoyed if I got prompted for modifiers every time i rolled, for instance. 
A big +1 from me as well. Leif Egil R. said: About the modifiers, what we did back in the says, we added everything on every roll. Now we are pleased that we only have to add +2,-2 and sometimes even +4 :-) The macros does the heavy ligning, and my biggest problem with the ability to add these modifiers, is that it's probably more timeconsuming than adding the simple modifier. I would be annoyed if I got prompted for modifiers every time i rolled, for instance.  That's more an issue with how macros handle variables, Leif.  You can't type #longsword 2 and make it just add a 2 to attack and leave damage alone, or type #longsword -1, 2 to plug the -1 after the attack roll and add a 2 to the damage roll.  Right now the variable HAS to be the last thing in the equation and that makes it a bitch to easily add in modifiers.  For now my group just does the same thing, add modifers by hand afterwards. Of course, if your group has no issues with having separate macros for attack and damage, it's not a big deal.  Your group is also insane.
+1 Huge fan of the color coding idea, and more options is always better, as long as it doesn't get insanely overwhelming to look at all of them.
+1.  Great ideas
Custom macros for individual tokens. This would be very useful for a GM or a multi PC game, my thinking was that either the macro bar in the bottom left get swapped out, or a new one pops up somewhere(above the original macro bar would probably be a good place) when selecting a specific token. These macros that show up are bound to that token and I think this would be a great addition to the macro system. A sub suggestion for this one is to make the token-bound macros optionally bound to characters in the journal, whom then can be bound to tokens, and also an option to click the characters in the journal to pop up the macro menu for that specific character. Also baked all the suggestions into the first post! Thanks for the support guys!
Nicholas M. said: +1 Huge fan of the color coding idea, and more options is always better, as long as it doesn't get insanely overwhelming to look at all of them. My thought was that none of these changes would necessarily alter the current look of everything.  I only want more options, maybe to sumply move the current macrobar to somewhere else on the screen, or maybe the chioce to have a pop-up window with all the macros that communicates with the roll20 editor(I'm not that into web design). All of these options would probably clutter the "my settings" menu, or provide an additional menu next to it/inside of it. tl;dr these ideas should change the current default appearance unless the roll20 team deems it necessary
+1 on macro-folders, drop-downs etc.
Macro organization, +1.
Custom macros for individual tokens.  +1
+1 :)
+1 to The option to replace some/all buttons with drop down menus with macro buttons. Basically any improvement concerning over-population of macro buttons. +1 to Custom macros for individual tokens. Basically any improvement concerning over-population of macro buttons when a player/GM is making rolls for several tokens during a combat/situation.
+1 for Color coding of macros
All of this sounds like it would be reasonable and helpful, so +1.