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Arcanis RPG Scripts (Need Help)

Hi, I GM Arcanis: The Realm of Shattered Empires and they do some things different. The first thing they do is action rolls (ie, skill check, attack roll) are rolled as d10+modifier die. The modifier die can pop. What I would like to be able to do is make a script that will roll the d10s but ask you what the modifier die is and then roll it, and continue rolling it if it pops. The second thing they do is to roll a number of d10s, which varies per character, and take the lowest number rolled as the intitiative. So if a 1,3,0 were rolled it would take the 1 for the initiative. The third thing is the initiative count itself. They use a 12 tick clock system. Creat a script that keeps track of the initiative of a character. This may be hard to do as the initiative constantly changes with the speed of a weapon.
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Initiative [[@{InitValue}d10KL1 &{tracker}]] Action [[1d10 + 1d?{Size of Modifier Die}!]] Weapon Speed... not sure how to do this one, but if you look on the wiki... there is an option that lets you add or subtract to initiative values in the turn order tracker. Not sure if the second one will work, but everything you're asking for doesn't require an API script. Also, you have to be a mentor to use API scripts.
New here, sorry didn't realize the Macros where there, only saw mention of API. Came up with a couple of Macros now that I know what I am doing. Made a SPD macro that adds to Initiative though I don't thing we will have a resetting counter at 12 but will go higher in number.
You should be able to make a macro that can reset the counter manually. [[1 &{tracker}]]
Well, if they were on 11 and used a spd 3 weapon then they would be on 2, not 14. Someone else though might still be on 12.
Christopher C. said: Well, if they were on 11 and used a spd 3 weapon then they would be on 2, not 14. Someone else though might still be on 12. I don't quite understand. So your weapon adds or subtracts from your base initiative value? If so, you can still use the vanilla turn tracker for that. <a href="https://wiki.roll20.net/Macros#Rolling_For_Initiative" rel="nofollow">https://wiki.roll20.net/Macros#Rolling_For_Initiative</a> Something like: /em @{selected|token_name} starts their turn. [[@{selected|init} &{tracker}]] and/or /em @{selected|token_name} uses their fast weapon! [[3 &{tracker:+}]] The first puts you on 11, if that was their base init. The second adds to (or subtracts from if needed) that init. Note that this only changes the number in the tracker. Anytime it changes, you might have to re-order the list using the gear. You can set players who have taken their turn (at zero init?) using: /em @{selected|token_name} ends their turn. [[0 &{tracker}]] This would set their init to 0. Something like that?
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Ok the way the system works is, you roll 3d10 (number of die determined by stats) and take the lowest number. You roll a 2, 4, 6 so your init is 2 (have macro for this). On your go you attack with a weapon of speed 6, your next move is on 8 (Have Macro that does this as well). If you attack again on 8 with the speed 6 you would then move again on 14. The clock though only goes to 12 so this would be on 2 of the next clock. Does that make sense? I would also think if there was a way I could take 12 away from all players at the end of the clock all at once.
Christopher C. said: Ok the way the system works is, you roll 3d10 (number of die determined by stats) and take the lowest number. You roll a 2, 4, 6 so your init is 2 (have macro for this). On your go you attack with a weapon of speed 6, your next move is on 8 (Have Macro that does this as well). If you attack again on 8 with the speed 6 you would then move again on 14. The clock though only goes to 12 so this would be on 2 of the next clock. Does that make sense? I would also think if there was a way I could take 12 away from all players at the end of the clock all at once. Ah! I see now. Yes, a fully-automated option is not possible without an API. I see two possible options. 1) Use an ever-increasing clock (likely what you are doing already) which just goes on and on. If you need spacers (for 'end of round' activated abilities or equivalent) put a spacer counter at 12.5, 24.5, 36.5, etc. This makes it between 12 and the "1" of the next round, just so you know when rounds are ending. Alternatively: 2) Once the clock gets to past 12, have everyone trigger this: /em @{selected|token_name} readies for the next turn. [[12 &{tracker:-}]] Set it as a global macro, give players access to it so they can manage their own tokens. It will subtract 12 from whatever turn they currently have. Technically, you can do it for players as well, as you can select their tokens. More convenient if you set it as a token ability and check 'Show as Token Action'. This way it only shows up when you select that token, so you never need to worry about {selected} not triggering properly. Then click the gear and re-sort by ascending (lowest-first) and everyone should line up by their new turn order. Note that you can put a custom item at 13 named 'END ROUND' so you know when to re-sort initiative. I like option #2, as it likely confirms to the rules you already have without having to adapt them it ever-increasing turn-numbers, which would be a pain if someone new enters the fray. Between rounds, you need to select every token on the board (individually) and run that macro once, which is taxing, but do-able. Even easier if players properly manage their own tokens. Then re-sort and you're ready for the next round. Still faster than traditional dice-rolls for initiative. API would do it auto-magically, but unless you have 3x as many enemies as players on the board at a time, you probably don't need it. Macros would work sufficiently.
Option 2 works beautifully to keep everything organized. Even with 3x as many enemies. The system is setup to squad for initiative. Each squad is usually between 3 and 6. They go on the same initiative and advance with the slow NPCs action speed. That is only for minions though as Named NPCs usually go on there own.