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Accepting Requests

1373957528
Alex L.
Pro
Sheet Author
I feel like writing some more scripts but cant think of anything at the moment so I am accepting requests. Just let me know what you want the script to do, be as detailed as possible, I will let you know if its possible and add it to my todo list. Anyone wanting to join in feel free to grab an idea from the todo list then post your work here I will update the fist post with credit to you. But please remember to were possible try to avoid anything that may create incompatibilities. Current Project:  Auto Equipment manager/Character Sheet Generator. Todo List: Finished Scripts: "Random table of phrases or emotes" for DM Giantsauce/HB
Per a conversation in a different thread: DM Giantsauce said: Alex L. said: HoneyBadger said: Specifically, I would like to be able to create a macro that rolls on a table, but does not show up as highlighted differently and doesn't have any mouseover tooltip text.  The reason for this would be to create a random table of phrases or emotes to use with attack macros without the highlighting. There's no reason to mouseover the fluff text and the highlight is unnecessary as well. You could do this in all of 5 seconds in the API. Alex L., could you add this to your "Request List" for scripts? I would LOVE to be able to take advantage of a script like this!
1374075544
Alex L.
Pro
Sheet Author
DM Giantsauce said: Per a conversation in a different thread: DM Giantsauce said: Alex L. said: HoneyBadger said: Specifically, I would like to be able to create a macro that rolls on a table, but does not show up as highlighted differently and doesn't have any mouseover tooltip text.  The reason for this would be to create a random table of phrases or emotes to use with attack macros without the highlighting. There's no reason to mouseover the fluff text and the highlight is unnecessary as well. You could do this in all of 5 seconds in the API. Alex L., could you add this to your "Request List" for scripts? I would LOVE to be able to take advantage of a script like this! Done: "Random table of phrases or emotes" for DM Giantsauce/HB
Still taking requests? well, if you are, this is a list... a list of all the things I wish I knew how to code myself.  a Dnd character sheet creator that allows the integration of several other scripts (as follows) an armor class calculator - one that works out what the actual armor class is based on a list of attributes (dodge, armor, shield, etc) that can calculate the various values to be recorded in your touch, shieldless, total and flatfooted AC attributes. a BETTER equipment management script - though I do like what I did with my script for equipping weapons, its a little bulky and easy to break because I don't really know how to code a more robust set of functions for that. (also, have it set up to work with ALL relevant equipment, not just weapons but armor and hopefully allow for the possibility of magical items that effect combat (not sure how that last one would work, but I would like to see if its possible) a script for managing attacks against different targets that uses the equipped weapons and attack type on the character sheet, that calculates the relevant attack and applies it to the targets AC modifier, then prints out the success or failure of that attack (would like to know if it is possible for the API to prompt the GM when a player rolls an attack before resolving, as this would allow the GM to input modifiers to a players roll on the fly.) a script for managing spells in combat - ones that check the targets relevant saving throw and outputs a success or failure (this would have to allow for variable modifiers, as certain races and abilities can sometimes include bonuses to certain types of save, (half-elves and enchantments, to name just one) but i'm not sure how to work that one out just yet - perhaps a separate attribute for such things tucked away at the bottom of the attribute list...?
1374496741
Alex L.
Pro
Sheet Author
Michael H. said: Still taking requests? well, if you are, this is a list... a list of all the things I wish I knew how to code myself.  a Dnd character sheet creator that allows the integration of several other scripts (as follows) an armor class calculator - one that works out what the actual armor class is based on a list of attributes (dodge, armor, shield, etc) that can calculate the various values to be recorded in your touch, shieldless, total and flatfooted AC attributes. a BETTER equipment management script - though I do like what I did with my script for equipping weapons, its a little bulky and easy to break because I don't really know how to code a more robust set of functions for that. (also, have it set up to work with ALL relevant equipment, not just weapons but armor and hopefully allow for the possibility of magical items that effect combat (not sure how that last one would work, but I would like to see if its possible) a script for managing attacks against different targets that uses the equipped weapons and attack type on the character sheet, that calculates the relevant attack and applies it to the targets AC modifier, then prints out the success or failure of that attack (would like to know if it is possible for the API to prompt the GM when a player rolls an attack before resolving, as this would allow the GM to input modifiers to a players roll on the fly.) a script for managing spells in combat - ones that check the targets relevant saving throw and outputs a success or failure (this would have to allow for variable modifiers, as certain races and abilities can sometimes include bonuses to certain types of save, (half-elves and enchantments, to name just one) but i'm not sure how to work that one out just yet - perhaps a separate attribute for such things tucked away at the bottom of the attribute list...? I will take a look into what I can do, I wont be doing anything that incorporates to much of the rule books, ie I wont be creating a equipment manager that has every item in it, on the other hand I may look into adding something to my 4e-helper that handles equipment (maybe by storing them in handouts or something). Also I assume you are talking about something pre-4e as 4e doesn't have flat-footed, tbh it has been way to long and i have no idea any more how to play 3.5. The only problem I have is you basically want a fully functional character generator, the best I can give you is something that works most of the stuff out from what you give it and everything else will have to be in a misc field. The last one I already have a working test for in my 4e-helper, it can auto resolve attacks if give all the info it needs. I wont add it to my todo list but i will look into if i can make the 4e helper a D&D helper with some config to handle stuff for difernt versions.
I was imagining something a little like my script for handling equipped weapons, you have a list of entries as attributes on your character sheet, and can enter an api command to change the gear, or change it manually on the sheet itself, then go from there. nothing like a list of items, just a way to automate sets of gear (macros that switch out your currently set weapons/armor/gear for another set) or for switching commonly used weapons/armors without having to have multiple macros for each weapon - just one for each TYPE of attack you can do. if you look at my scripts for weapon equipping you'll get an idea what I mean <a href="https://app.roll20.net/forum/post/210428/script-set-weapon-values-using-the-api#post-216734" rel="nofollow">https://app.roll20.net/forum/post/210428/script-set-weapon-values-using-the-api#post-216734</a> this is the script i had going for the character sheet - its not complete and it should be a set of arrays, but its got the basics of what I'm talking about (still trying to figure out how to recode it as an array structure, but have been sick for last two weeks, so not really productive at the moment)&nbsp; <a href="https://app.roll20.net/forum/post/202131/my-stolen-code-for-automated#post-205091" rel="nofollow">https://app.roll20.net/forum/post/202131/my-stolen-code-for-automated#post-205091</a> as for the automating attacks, I know the basics of what is needed there, but i'm more than happy to let someone else code it - and I know you will be one of the more uniform coders here, and I like your exactness. (The only reason I don't use your coding in my games it that its all labeled 4th ed, and that doesn't work for me - I have never played, and don't want to learn the rules well enough to recode your scripts for 3.5.) that said, I would like these scripts to be as neutral as possible, and to work with as many different versions of Dnd/Pathfinder/d20 based games as possible - most of them are easily compatible with older versions of dnd seeing as its exactly the same math as d20, only backwards.&nbsp; ideally, one character sheet script with options to include each different 'version' of d20 and dnd would be awesome; most of it would just be options for which array you would like to use for stats, skills, saves, etc. A little bit of an unnecessary project request? Sure. but I play a LOT of different versions in several different games, and one script that rules them all would be awesome. at least for the character sheet generation. I'm sure combat could do the same too. basically i'm asking that for games that are similar in structure - odnd, dnd, adnd, 2nd ed, 3.5, pathfinder, 4ed, and next, to name the most popular of the similar but slightly different sets - an option to include those changes be included; bear in mind that I'm not asking you to know all the rules, I can provide the entry of the actual stats to be used, I just can't code the script to work the way I envisage. &nbsp;
1374506216
Alex L.
Pro
Sheet Author
Michael H. said: I was imagining something a little like my script for handling equipped weapons, you have a list of entries as attributes on your character sheet, and can enter an api command to change the gear, or change it manually on the sheet itself, then go from there. nothing like a list of items, just a way to automate sets of gear (macros that switch out your currently set weapons/armor/gear for another set) or for switching commonly used weapons/armors without having to have multiple macros for each weapon - just one for each TYPE of attack you can do. if you look at my scripts for weapon equipping you'll get an idea what I mean <a href="https://app.roll20.net/forum/post/210428/script-set-weapon-values-using-the-api#post-216734" rel="nofollow">https://app.roll20.net/forum/post/210428/script-set-weapon-values-using-the-api#post-216734</a> this is the script i had going for the character sheet - its not complete and it should be a set of arrays, but its got the basics of what I'm talking about (still trying to figure out how to recode it as an array structure, but have been sick for last two weeks, so not really productive at the moment)&nbsp; <a href="https://app.roll20.net/forum/post/202131/my-stolen-code-for-automated#post-205091" rel="nofollow">https://app.roll20.net/forum/post/202131/my-stolen-code-for-automated#post-205091</a> as for the automating attacks, I know the basics of what is needed there, but i'm more than happy to let someone else code it - and I know you will be one of the more uniform coders here, and I like your exactness. (The only reason I don't use your coding in my games it that its all labeled 4th ed, and that doesn't work for me - I have never played, and don't want to learn the rules well enough to recode your scripts for 3.5.) that said, I would like these scripts to be as neutral as possible, and to work with as many different versions of Dnd/Pathfinder/d20 based games as possible - most of them are easily compatible with older versions of dnd seeing as its exactly the same math as d20, only backwards.&nbsp; ideally, one character sheet script with options to include each different 'version' of d20 and dnd would be awesome; most of it would just be options for which array you would like to use for stats, skills, saves, etc. A little bit of an unnecessary project request? Sure. but I play a LOT of different versions in several different games, and one script that rules them all would be awesome. at least for the character sheet generation. I'm sure combat could do the same too. basically i'm asking that for games that are similar in structure - odnd, dnd, adnd, 2nd ed, 3.5, pathfinder, 4ed, and next, to name the most popular of the similar but slightly different sets - an option to include those changes be included; bear in mind that I'm not asking you to know all the rules, I can provide the entry of the actual stats to be used, I just can't code the script to work the way I envisage. &nbsp; Ok i have a auto equipment/character sheet maker in the works, but i will be excluding ac as auto resolving attacks in a helpful (ie not making more work for the GM) way is a lot harder than you would think, so there is no need for it.
now now thats your opinion. not polite to make blanket statements about things that you don't agree with just because its not something you see as useful. I understand though, its cool. Personally, if I may put this out there, I see auto-resolving attack rolls as easier for the GM and player in practice - the player clicks target and it calculates everything on the sheet for the target vs the attack roll and the attack type (whether its touch attack, a regular attack or any other attack that might be possible ) and outputs a success or failure and by how much it hit/missed by - this is why it would need to have listed the several different types of AC that apply to the character at various times. I think that a small function that called all the attributes on the character sheet that started with AC- and added them together would do just fine for calculating the total AC of a target, but you would need to have each attack type you allow in to be listed with the specific names of any bonuses that don't apply - armor, dodge, shield, etc so it would know to not include any AC- attributes with those names in them to the attack. Then basically output a line of text that says something like ( as a whisper to GM )&nbsp;&nbsp;"Fantell hits/misses his targets basic/touch/etc AC by 3" or something similar but way cooler sounding Then the DM knows without looking that even with the +3 circumstance bonus its getting ( cover+its one point of dodge, or whatever applies ) it still gets hit. &nbsp; The damage would be the next part of the statement, printed regardless of the hit success/failure, and to apply the damage; the DM just has to type an API command such as !hit to apply it to the HP bar - or he can do it manually if he prefers ( I would rather just type !hit to apply the damage, with optional modifiers in the script to allow for '!hit dr5' or something similar for Damage Resistance to be factored in ) Ranged Attacks would be awesome to have worked in there as well, they work fine in my version of the character sheet, but having the API roll and apply the range penalties would be a great help in combat ( I think in theory its possible to measure the distance between the attacking character and the target of the attack but I have no idea how to implement that.... ) at the moment I just use the third bubble for range and adjust it for each target shot at but its cumbersome as I have to manually decide which range inc. a target is at. ( or the player does, easier for them I know but my NPCs often make use of missiles .) At least, that's what I've worked out so far for the implementation of the script in question. I'm sure there are more things that it would be possible to do ( I'm playing around with implimenting spells and spell damage, but thats a MUCH bigger set of variables to factor in. ) That said, Thanks dude. Still think you're awesome for doing all this work for the community. I hope that there are plenty of people out there that will find this set of scripts useful and will help&nbsp;
oh, and just realised that yes, I was talking about 3.5, and didn't answer that question. like I said, I can work on the skills arrays and whatnot to fix them up for you if you'd rather not do that part of it - I'm all for helping out, I'm just a substandard coder and would likely get in the way of doing more than helpful suggestions and raw input of data.&nbsp;
1374559693
Alex L.
Pro
Sheet Author
Michael H. said: now now thats your opinion. not polite to make blanket statements about things that you don't agree with just because its not something you see as useful. I understand though, its cool. Personally, if I may put this out there, I see auto-resolving attack rolls as easier for the GM and player in practice - the player clicks target and it calculates everything on the sheet for the target vs the attack roll and the attack type (whether its touch attack, a regular attack or any other attack that might be possible ) and outputs a success or failure and by how much it hit/missed by - this is why it would need to have listed the several different types of AC that apply to the character at various times. I think that a small function that called all the attributes on the character sheet that started with AC- and added them together would do just fine for calculating the total AC of a target, but you would need to have each attack type you allow in to be listed with the specific names of any bonuses that don't apply - armor, dodge, shield, etc so it would know to not include any AC- attributes with those names in them to the attack. Then basically output a line of text that says something like ( as a whisper to GM )&nbsp;&nbsp;"Fantell hits/misses his targets basic/touch/etc AC by 3" or something similar but way cooler sounding Then the DM knows without looking that even with the +3 circumstance bonus its getting ( cover+its one point of dodge, or whatever applies ) it still gets hit. &nbsp; The damage would be the next part of the statement, printed regardless of the hit success/failure, and to apply the damage; the DM just has to type an API command such as !hit to apply it to the HP bar - or he can do it manually if he prefers ( I would rather just type !hit to apply the damage, with optional modifiers in the script to allow for '!hit dr5' or something similar for Damage Resistance to be factored in ) Ranged Attacks would be awesome to have worked in there as well, they work fine in my version of the character sheet, but having the API roll and apply the range penalties would be a great help in combat ( I think in theory its possible to measure the distance between the attacking character and the target of the attack but I have no idea how to implement that.... ) at the moment I just use the third bubble for range and adjust it for each target shot at but its cumbersome as I have to manually decide which range inc. a target is at. ( or the player does, easier for them I know but my NPCs often make use of missiles .) At least, that's what I've worked out so far for the implementation of the script in question. I'm sure there are more things that it would be possible to do ( I'm playing around with implimenting spells and spell damage, but thats a MUCH bigger set of variables to factor in. ) As I said before I don't think you understand just how involved implementing attack resolution is, I have been working on it and evolving it since the API was released. Here are a few things you need to think about: What happens if the wrong target is attacked? - this will happen and will cause problems, once you start getting into AOE spells and ongoing effects you soon realise that you need to have some sort of rollback function. What happens when the wrong macro is used, or multiple are used at the same time? What if the macro is entered wrong? Is typing !hit/!miss really easier than what a GM does at the moment when he has to check everything anyway? It is one of my long term goals to get it working but there is no point to it unless it is done correctly, otherwise it will just create problems for the GM, also it will only be for 4e to start and then I will move it onto other games Michael H. said: oh, and just realised that yes, I was talking about 3.5, and didn't answer that question. like I said, I can work on the skills arrays and whatnot to fix them up for you if you'd rather not do that part of it - I'm all for helping out, I'm just a substandard coder and would likely get in the way of doing more than helpful suggestions and raw input of data.&nbsp; I have already remade all of the functionality of your two macros, once i have it tested i will post it up.
I do actually have a request, and I'm kind of surprised that this hasn't been put out yet... either that or I'm really blind. Is it possible to create a script that won't allow player tokens to move outside of certain bounds (moving them back to the nearest square) so as to keep the players from accidentally hopping over a wall or whatever and suddenly seeing the everything?
1374607364
Alex L.
Pro
Sheet Author
James W. said: I do actually have a request, and I'm kind of surprised that this hasn't been put out yet... either that or I'm really blind. Is it possible to create a script that won't allow player tokens to move outside of certain bounds (moving them back to the nearest square) so as to keep the players from accidentally hopping over a wall or whatever and suddenly seeing the everything? Preventing movement beyond a number of squares has been done, but preventing passing through walls although possible is extremely hard.
Hello, it is great someone with your java knowledge has the time to take requests! Thank you for helping us newbies with API! We play D&amp;D 4E and with a warlord/bard who gives bonus to armor class and attack rolls while other players are in an aura. It would be neat if the&nbsp;AC value could change when other players moved into aura and automatically changes of when leaving aura or when aura is removed (perhaps even with a timer?). Can the aura be added with a macro too? Also, there are terrian powers in 4E that would give players access to another spell while on a certain maps. Is it possible for macros access to players to be toggled off and on by GM? Maybe even send a chat command to make players aware of new macro. Thanks again!
1374731395
Alex L.
Pro
Sheet Author
Christopher said: Hello, it is great someone with your java knowledge has the time to take requests! Thank you for helping us newbies with API! We play D&amp;D 4E and with a warlord/bard who gives bonus to armor class and attack rolls while other players are in an aura. It would be neat if the&nbsp;AC value could change when other players moved into aura and automatically changes of when leaving aura or when aura is removed (perhaps even with a timer?). Can the aura be added with a macro too? Buffs and Debuffs is something i am looking into do in the long run I have most of the logic behind it, like how long it lasts (end of turn, etc) and I have stuff like damage over time triggering, I am just trying to work out a good way to let GMs/Players add new buffs and debuffs into the script in a easy way, once I get it worked out I will post it. Christopher said: Also, there are terrian powers in 4E that would give players access to another spell while on a certain maps. Is it possible for macros access to players to be toggled off and on by GM? Maybe even send a chat command to make players aware of new macro. This could be possible, the script can give and take abilities from a character sheet. What are the powers linked to a page or a area on a page?
Thanks for your responds! I actually don't know the answer about the terrain powers. I have only used them on a physical D&amp;D campaign and not yet in Roll20.