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Need Help Making Player-Visible Info Nodes on a Map

I have a big map loaded with info, and I'd like to make it easy for my players to click on a little icon (a + or •) on the map to reveal some additional text info and maybe a picture. Making actual character tokens with this info is labor intensive and not terribly user-friendly. This is one of those things that was relatively simple to accomplish in MapTool, but I don't know of a way to do it in Roll20 yet. I figure I can't possibly be the only one. Has anyone else got ideas on how to accomplish this?
1482647215
Tetsuo
Forum Champion
A simple way to do it is to put the info into a token bubble and make a universal macro with the command /w gm @{selected|bar1}. Then they can just run the macro to output the info to chat. No char sheet needed.
1482709087
Andrew C
Marketplace Creator
I would also recommend you drop them as Drawings as well. It means they don't stick to the grid, they can be interacted with, and you won't have a huge long run of text from the Bar Circles. Any relevant icon would work. Personally I used a royalty-free Thumbtack image I found.
A while back I wrote an API script that took the contents of the GMNotes field of a token and output that to the chat window. If the 'all players see light' option is ticked, then it also displays the graphic along with the text. Then create a macro like this: !room @{selected|token_id} I used it for room descriptions (there's a bit of code which strips off anything before a colon on the token name, which I used to hide the room number). I mostly used it as the GM, but it should work for players as well. A minor change to the sendChat call could be made so that the output is whispered directly to the player, so they don't fill up everybody's chat. A later script I wrote which did something similar for character tokens, either whispered it if a player ran the script, or broadcast it to everybody if the GM did. // API COMMAND HANDLER on("chat:message", function(msg) {     if (msg.type !== "api") return;     if (msg.content.split(" ", 1)[0] === "!room") {         var player_obj = getObj("player", msg.playerid);         Room.Process(msg, player_obj);     } }); var Room = Room || {}; Room.Process = function(msg, player_obj) {     var BOX_STYLE="background-color: #EEEE55; color: #000000; padding:0px; border:1px solid black; border-radius:5px;"     var TITLE_STYLE="background-color: #000000; color: #FFFFFF; padding: 1px; text-align: center";     var TEXT_STYLE="padding: 5px;"          var n = msg.content.split(" ");     var target = getObj("graphic", n[1]);     if (target != undefined) {         var title = target.get("name");         if (title != undefined ) {             if (title.split(":").length > 1) {                 title = title.split(":")[1];             }         }         var image = target.get("imgsrc");         if (!target.get("light_otherplayers")) {             image = null;         }         var notes = target.get("gmnotes");         if (notes == undefined || notes.length == 0) {             sendChat("GM", "/w gm No notes found");         } else {             var html = "<div style='" + BOX_STYLE + "'>";             if (title != undefined) {                 html += "<div style='" + TITLE_STYLE + "'>" + title + "</div>";             }             html += "<div style='" + TEXT_STYLE + "'>";             if (image != null) {                 html += "<img src='" + image +"' width='100%'/>";             }             html += unescape(notes);             html += "</div>";             sendChat("", "/direct " + html);         }     } else {         sendChat("GM", "/w gm Nothing selected.");     } };
Thanks for the solutions guys, I may find use for these. I guess what I really want in the end is something more like a ToolTip though, suitable for browsing around a large map with many options to examine -- sort of like a CRPG.