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Abilities and turn tracker.

So in this scenario I am trying to roll for all of my players initiative's and put that in the turn order automatically. I first set up this macro (first image) to see if it could work but it would only set the selected token's turn order, to be the last roll. My question is how do I get each character their own initiative value through the macro.
1520304128
The Aaron
Pro
API Scripter
Unfortunately, it isn't possible with a macro.  Rolls can only add the selected token to the turn order. To add many tokens requires the API and there are several scripts that will do it.   GroupInitiative is one.
The Aaron said: Unfortunately, it isn't possible with a macro.  Rolls can only add the selected token to the turn order. To add many tokens requires the API and there are several scripts that will do it.   GroupInitiative is one. Thanks but I uh don't understand what that means could you give me an example?
Because of how the &tracker functionality works within a macro, only one token can be added a time to the turn tracker, as you have noticed. This is because the tracker functionality requires a token's specific ID to link. However with an API script such as GroupInitiative (a PRO subscriber feature unfortunately), it is possible to add multiple tokens to the turn tracker at a time.
Kyle G. said: Because of how the &tracker functionality works within a macro, only one token can be added a time to the turn tracker, as you have noticed. This is because the tracker functionality requires a token's specific ID to link. However with an API script such as GroupInitiative (a PRO subscriber feature unfortunately), it is possible to add multiple tokens to the turn tracker at a time. okay, thanks anyways.
1520479447

Edited 1520480052
there's a way to alter the Macro in order to make it a variable though, although you'd need to roll for each token, it would add their Icon & their Token Name with the following code (it's actually what I use): /emas @{selected|token_name} rolls a [[(((1d20)+(@{selected|dexterity_mod}))+((1d20)+(@{selected|dexterity_mod})*0.001))&{tracker}]] on their Initiative. Note, only the GM can use /emas or /as (for whatever reason, the permissions for that command doesn't recognize the Character Sheet Access as a White List), so if you are gonna hand it out to Players, you can probably use something tweaked such as a Template... actually, I'm gonna switch to the Templates right now, I thank thee. I shall post my new Code Format as soon as I have completed it, and it shall use /ooc which all players have access to. ... It occurs to me that I need my issue resolved first before I am capable of building such a template. You will also notice, I'm not relying on the confusing "Initiative" button's Modifier, but instead I'm actually exploding it out with the Base Stats. the reason I'm doing (((1d20) + (Dex Mod)) + (((1d20) + (Dex Mod)) * 0.001)) is because the 2nd portion resolves Tie Breakers.
Blue64 said: there's a way to alter the Macro in order to make it a variable though, although you'd need to roll for each token, it would add their Icon & their Token Name with the following code (it's actually what I use): /emas @{selected|token_name} rolls a [[(((1d20)+(@{selected|dexterity_mod}))+((1d20)+(@{selected|dexterity_mod})*0.001))&{tracker}]] on their Initiative. Note, only the GM can use /emas or /as (for whatever reason, the permissions for that command doesn't recognize the Character Sheet Access as a White List), so if you are gonna hand it out to Players, you can probably use something tweaked such as a Template... actually, I'm gonna switch to the Templates right now, I thank thee. I shall post my new Code Format as soon as I have completed it, and it shall use /ooc which all players have access to. ... It occurs to me that I need my issue resolved first before I am capable of building such a template. You will also notice, I'm not relying on the confusing "Initiative" button's Modifier, but instead I'm actually exploding it out with the Base Stats. the reason I'm doing (((1d20) + (Dex Mod)) + (((1d20) + (Dex Mod)) * 0.001)) is because the 2nd portion resolves Tie Breakers. I think I figured it out my own way. But thank you so much anyways!