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Auto-completion

Hi, It would be nice to have macro(and alike) autocompletion feature to be displayed above and not under current line. Since chat box is at the bottom of the screen and there is no scrollbar available for autocompletion(which shows for me only 2 options, whereas i have more than 6 7 choices available), it would be an usefull feature. Beside if autocompletion could handle utf8 chars (or at least - haven't tryied . _ and other ), it would be nice :p Thanks Bastien
+1, for the odd macros, you could always use the macro bar, but I'll be the first to admit it's kinda klunky.
Well, i've more than 60 abilities created per character ( let say  20 x 3 ( variations of the first one ), and sadly some names cross with other abilities name. ) Autocompletion is a must and Macro's bar is just used for really urgent stuffs. Beside, abilities in the macros bar have a "long" name :) (understandable thought, but still, it's long.)
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Edited 1377838604
Gauss
Forum Champion
Out of curiosity, why do you have 60 abilities? :) - Gauss
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Lithl
Pro
Sheet Author
API Scripter
Hey, I've got 60+ macros on my level 5 wizard (D&D 4e) Dagger hit roll Dagger damage roll Opportunity attack (emote+dagger hit+dagger damage) Orb hit roll Orb critical hit damage Thunderwave emote Thunderwave damage roll Thunderwave for 1 target (emote+orb hit+damage) Thunderwave for 2 targets (emote+orb hit+orb hit+damage) ... Thunderwave for 9 targets (emote+orb hit x9+damage) Ray of Frost Cloud of Daggers Chill Strike Flaming Sphere attack Flaming Sphere aura Hypnotic Pattern attack Bigby's Icy Grasp emote Bigby's Icy Grasp damage Bigby's Icy Grasp (emote+orb hit+damage) Bigby's Icy Grasp emote #2 (changing targets) Bigby's Icy Grasp sustain Bigby's Icy Grasp #2 (emote #2+orb hit+damage) Visions of Avarice emote Visions of Avarice hit Visions of Avarice for 1 target ... Visions of Avarice for 10 targets Phantom Chasm emote Phantom Chasm hit Phantom Chasm for 1 target ... Phantom Chasm for 9 targets Initiative Strategist's Epiphany 17x skill rolls I realize I'm duplicating a lot of the stuff on the AoEs, but it's a workaround for my lack of access to the API in a campaign owned by a non-mentor. Instead of spamming the chat with an unnecessary amount of ignored damage rolls or typing macros/pressing a button for each target, I check the target count and type, for example, #Thunderwave4. The macro spits out one emote, 4 attack rolls and 1 damage roll.
I'm GM at a shadowrun table, i'm creating a fully functionnal character sheet with nice rolls for every skills, and for each I add a version with contextual modifier prompt, and an edge version of the skill. + I add some nice rolls like initiative, defense roll and damage absorption roll I might also add some roll for gunnery for the variety of possible shot difficulty. I understand that most of my player wont fully use all these macros, but it'll be easier when time come to roll a dice, they wont have to dig for number of dices, recalculate wound modifier and such stuff. They're not really into js/macro hack themselve, so i try to do that well and easilly understandable to most people. Once usable, i'll add it here. But the lack of auto completion space is bothering, but I can deal with it, my players a bit less :) Still, it's great to be able to do that in the first place ;p even if i hate JS something furious :p
1377888189
Gauss
Forum Champion
Brian, you could use inline rolls for a lot of that to reduce the chat spam and thus reduce the number of macros.  For an attack/damage pair of macros you can do this:  Attack [[all the stuff you normally have in your attack macro roll]] Damage [[all the stuff you normally have in your damage macro roll]] The output will look like:  Attack # Damage # Very small and clean. :) Many of your macros can be combined in similar fashion. You can even combine the emotes with inline rolls this way if you wanted.  - Gauss
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Edited 1377907539
Lithl
Pro
Sheet Author
API Scripter
Gauss said: Brian, you could use inline rolls for a lot of that to reduce the chat spam and thus reduce the number of macros.  For an attack/damage pair of macros you can do this:  Attack [[all the stuff you normally have in your attack macro roll]] Damage [[all the stuff you normally have in your damage macro roll]] Those macros are using inline rolls. =) My single target attacks are similar to what you describe; for example: RayOfFrost /me sends a blisteringly cold ray of frost at the target! #orbHit vs. Fortitude Hit: [[d6+@{William Ezo|INT}+1]] cold damage, target is slowed until end of your next turn. However, that format does not for work AoE attack in D&D 4e. You make separate attack rolls for each target in the AoE, and a single damage roll. Unfortunately, without the API it is not possible to create a variable number of separate, distinct rolls. (This is why I created my Roll Repeater script, but the campaign in question was created by a free account so that isn't an option.) My options were either doing a bunch of typing (not the point of using macros!), spamming the chat with unnecessary copies of my emote and damage roll (since only the first would matter), or making different macros fro the number of targets in the AoE. My solution was to break my attack format down into its component parts: Emote, Attack, and Hit/Miss. Emote and Hit/Miss are only needed once per variation on the AoE, so they're not strictly needed as separate macros. However, making them separate macros reduces the chance for error and permits me to change all variations of the AoE at once. As you can see above, I'm using #orbHit for my actual attack roll, for a similar reason. All of my (spell) attack rolls are the same: INT+Level/2+Feat bonus (1)+Orb enhancement bonus (1). Why type that entire roll into every macro and change it in every macro later when I get a better implement or add another feat bonus, when I can type that once, change it in one place, and have it update everywhere? So, I finally have separate macros for the number of targets. Thunderwave, for example, covers a 3x3 square area, so barring tiny creatures sharing spaces, I'm not going to have more than 9 targets. Thus, Thunderwave1 through Thunderwave9. I keep Thunderwave2 in my macro bar, and type the others if needed. Thunderwave3 #TWaveEmote #orbHit vs. Fortitude #orbHit vs. Fortitude #orbHit vs. Fortitude #TWaveHit TWaveEmote /me creates a whip-crack of sonic power that lashes up from the ground! TWaveHit Hit: [[d6+@{William Ezo|INT}+1]] thunder damage, target pushed @{William Ezo|WIS} squares. orbHit [[d20+@{William Ezo|INT}+floor(@{William Ezo|Level}/2)+1+1]] The macro is called when I cast Thunderwave against 3 targets, and the output looks like: William Ezo creates a whip-crack of sonic power that lashes up from the ground! # vs. Fortitude # vs. Fortitude # vs. Fortitude Hit: # thunder damage, target pushed 3 squares. I actually don't have a full complement of macros for Visions of Avarice, since its attack hits an 11x11 area. I limited myself to 10, as I figured that would be plenty for most situations. Now compare all of the above to the AoEs I use on my Warden, who is in a campaign with my Roll Repeater script: RootsOfStone !rr /me unleashes a burst of primal energy which causes the ground to ripple! !rr #d20pSTRq vs. AC !rr !rr Hit: #1[W]pSTR damage. When target leaves the zone, it is knocked prone and takes [[@{Blackstone|CON}]] damage. d20pSTRq [[d20+@{Blackstone|STR}+floor(@{Blackstone|LVL}/2)+2]]{?{Targets}} 1[W]pSTR [[d10r<2+@{Blackstone|STR}]] Clicking my roots of Stone macro will bring up a query window for the number of targets. I type 3, and the output looks like this: Blackstone unleashes a burst of primal energy which causes the ground to ripple! #, #, # vs. AC Hit: # damage. When the target leaves the zone, it is knocked prone and takes 4 damage. Many of your macros can be combined in similar fashion. You can even combine the emotes with inline rolls this way if you wanted.  - Gauss Already done. Initiative /me rolls for initiative! [[d20+@{William Ezo|DEX}+floor(@{William Ezo|Level}/2)+4]]
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Edited 1377908521
Gauss
Forum Champion
I think I may have a way for you to avoid the chat spam while still performing multiple attacks in a single macro.  /me emote stuff here Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] So, what this would do is turn subsequent attacks into lines that are automatically removed (interpreted as an API command). To keep the lines removed you just hit enter for each query. To let those lines work you hit space then enter. The only problem would be if the ! was actually followed by something which was an API command in the script being ran. But that shouldn't be a problem in your current game.  - Gauss
I use three macro's for my aoe's in D&D 4e: Emote Attack Damage I hit the emote, hit the attack macro the number of times required, and then the damage roll once.
1377928652
Lithl
Pro
Sheet Author
API Scripter
Gauss said: I think I may have a way for you to avoid the chat spam while still performing multiple attacks in a single macro.  /me emote stuff here Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] So, what this would do is turn subsequent attacks into lines that are automatically removed (interpreted as an API command). To keep the lines removed you just hit enter for each query. To let those lines work you hit space then enter. The only problem would be if the ! was actually followed by something which was an API command in the script being ran. But that shouldn't be a problem in your current game.  - Gauss That's certainly a creative solution! I'd have to play around with it to see whether I preferred the usability of the repeating popups vs. typing the macro. Ideally, I'd love the dice roller to be expanded to perform a variable number of distinct rolls, but we do what we can, no? =) In either case, I think it would be a good idea to move the auto-complete popup to some place where you could actually see what it said.
1377934261
Gauss
Forum Champion
Regarding if it is a good idea or not, my main purpose is to help users use the tools we currently have available. I am not commenting on the suggestion itself (Im not a Dev). :) - Gauss
Gauss said: I think I may have a way for you to avoid the chat spam while still performing multiple attacks in a single macro.  /me emote stuff here Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] ?{Line Switch|!} Att [[1d20+5]] Dam [[1d8+3]] So, what this would do is turn subsequent attacks into lines that are automatically removed (interpreted as an API command). To keep the lines removed you just hit enter for each query. To let those lines work you hit space then enter. The only problem would be if the ! was actually followed by something which was an API command in the script being ran. But that shouldn't be a problem in your current game.  - Gauss Ahah that's a clever one ! Still, i don't really like to be spamed for informations, thus i prefer distinct call. I'll prob my players if they prefer that solution or not for skill usage variation, it would indeed reduce the number of available macros. Thanks
+1 for this sugestion, it would really help a lot