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CombatMaster Alpha

1598200471

Edited 1598311313
&nbsp; Juan C. said: Turns out CM was okay and it was on the other script's blame, which I promptly modified to "fix" it. It was UCM, great script by the way.&nbsp; Cool, I was gonna say I have a full "Additional Actions" Powercard menu if you want. (Dodge, disengage, dash, etc...) pops up for the player at the start of each turn. Looks like you figured it out. But, here's the code for others.&nbsp; Action Menu Ogl !power {{--format|pcstats}} {{--name|Combat}} {{--leftsub|Action✦Bonus Action✦Reaction✦Interaction}} {{--!ayoo|~C[Weapon Attack](!&amp;#13;#Attacks)[Spells](!&amp;#13;#Spells)[Save](!&amp;#13;#Saving-Throw)[Check](!&amp;#13;#Skill-Check)~C}} {{--!Additional Actions:|[image](<a href="https://wiki.5e.tools/images/thumb/e/e5/Drop-weapon.png/30px-Drop-weapon.png" rel="nofollow">https://wiki.5e.tools/images/thumb/e/e5/Drop-weapon.png/30px-Drop-weapon.png</a>) [Dash](!&amp;#13;#Dash)[Disarm](!&amp;#13;#Disarm)[Disengage](!&amp;#13;#Disengage)[Dodge](!&amp;#13;#Dodge)[Help](!&amp;#13;#Help)[Hide](!&amp;#13;#Hide)[Grapple](!&amp;#13;#Grapple)[Ready](!&amp;#13;#Ready)[Search](!&amp;#13;#Search)[Shove](!&amp;#13;#Shove)}} {{--!Movement:|[image](<a href="https://wiki.5e.tools/images/thumb/f/f4/Tread.png/25px-Tread.png" rel="nofollow">https://wiki.5e.tools/images/thumb/f/f4/Tread.png/25px-Tread.png</a>) [Fly](!&amp;#13;#Flying)[Swim](!&amp;#13;#Swim)[Climb](!&amp;#13;#Climb)[Burrow](!&amp;#13;#Burrow)}} {{--!stats| ~R[End Turn](!&amp;#13;#End-Turn)~R}} Script to add all of the above macros found&nbsp; Here . Action Menu Shaped !power {{--whisper|self}} {{--format|pcstats}} {{--name|Combat}} {{--leftsub|Action✦Bonus Action✦Reaction✦Interaction}} {{--!ayoo|~C[Weapon Attack](!&amp;#13;#Attacks)[Spells](!&amp;#13;#Spells)[Save](!&amp;#13;#Save)[Check](!&amp;#13;#Check)~C}} {{--!utility|[image](<a href="https://lh3.googleusercontent.com/-lC7mm9vXbvw/Xr-EA5YZqLI/AAAAAAAAX5A/e6bW8kgfLQwbGezq0vJp8GxVnWhnJN1awCK8BGAsYHg/s30/drink-me%2B%25281%2529.png" rel="nofollow">https://lh3.googleusercontent.com/-lC7mm9vXbvw/Xr-EA5YZqLI/AAAAAAAAX5A/e6bW8kgfLQwbGezq0vJp8GxVnWhnJN1awCK8BGAsYHg/s30/drink-me%2B%25281%2529.png</a>) [Utility Belt](!&amp;#13;#Utility)[Feats](!&amp;#13;#Feats)[Traits](!&amp;#13;#Traits)}} {{--!Additional Actions:|[image](<a href="https://wiki.5e.tools/images/thumb/e/e5/Drop-weapon.png/30px-Drop-weapon.png" rel="nofollow">https://wiki.5e.tools/images/thumb/e/e5/Drop-weapon.png/30px-Drop-weapon.png</a>) [Dash](!&amp;#13;#Dash)[Disarm](!&amp;#13;#Disarm)[Disengage](!&amp;#13;#Disengage)[Dodge](!&amp;#13;#Dodge)[Help](!&amp;#13;#Help)[Hide](!&amp;#13;#Hide)[Grapple](!&amp;#13;#Grapple)[Ready](!&amp;#13;#Ready)[Search](!&amp;#13;#Search)[Shove](!&amp;#13;#Shove)}} {{--!Movement:|[image](<a href="https://wiki.5e.tools/images/thumb/f/f4/Tread.png/25px-Tread.png" rel="nofollow">https://wiki.5e.tools/images/thumb/f/f4/Tread.png/25px-Tread.png</a>) [Fly](!&amp;#13;#Flying)[Swim](!&amp;#13;#Swim)[Climb](!&amp;#13;#Climb)[Burrow](!&amp;#13;#Burrow)}} {{--!stats|[Statblock](!&amp;#13;#Statblock) ~R[End Turn](!&amp;#13;#End-Turn)~R}} Script to add all of the above macros found&nbsp; Here . Attacks !power {{ --whisper|self --format|pcstats --name|Attack List --tokenid|@{selected|token_id} --ogl_pc_attack_list|@{selected|character_id} }} Spells !power {{ --whisper|self --format|pcstats --name|@{selected|character_name} --leftsub|Save DC:@{selected|spell_save_dc} --rightsub|Attack Bonus:@{selected|spell_attack_bonus} --spell_slots|@{selected|character_id} --spell_list|@{selected|character_id} }} Saves @{selected|wtype}&amp;{template:simple} @{selected|rtype}?{Save |Strength,+[[(@{selected|strength_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_str_save}*@{selected|npc})]][STR SAVE] ]]&amp;#125;&amp;#125; {{rname=^{strength-save-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|strength_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_str_save}*@{selected|npc})]][STR SAVE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|strength_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_str_save}*@{selected|npc})]][STR SAVE] ]] |Dexterity,+[[(@{selected|dexterity_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_dex_save}*@{selected|npc})]][DEX SAVE] ]]&amp;#125;&amp;#125; {{rname=^{dexterity-save-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|dexterity_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_dex_save}*@{selected|npc})]][DEX SAVE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|dexterity_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_dex_save}*@{selected|npc})]][DEX SAVE] ]] |Constitution,+[[(@{selected|constitution_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_con_save}*@{selected|npc})]][CON SAVE] ]]&amp;#125;&amp;#125; {{rname=^{constitution-save-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|constitution_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_con_save}*@{selected|npc})]][CON SAVE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|constitution_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_con_save}*@{selected|npc})]][CON SAVE] ]] |Intelligence,+[[(@{selected|intelligence_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_int_save}*@{selected|npc})]][INT SAVE] ]]&amp;#125;&amp;#125; {{rname=^{intelligence-save-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|intelligence_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_int_save}*@{selected|npc})]][INT SAVE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|intelligence_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_int_save}*@{selected|npc})]][INT SAVE] ]] |Wisdom,+[[(@{selected|wisdom_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_wis_save}*@{selected|npc})]][WIS SAVE] ]]&amp;#125;&amp;#125; {{rname=^{wisdom-save-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|wisdom_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_wis_save}*@{selected|npc})]][WIS SAVE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|wisdom_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_wis_save}*@{selected|npc})]][WIS SAVE] ]] |Charisma,+[[(@{selected|charisma_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_cha_save}*@{selected|npc})]][CHA SAVE] ]]&amp;#125;&amp;#125; {{rname=^{charisma-save-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|charisma_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_cha_save}*@{selected|npc})]][CHA SAVE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|charisma_save_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_cha_save}*@{selected|npc})]][CHA SAVE] ]] }}} {{global=@{selected|global_save_mod}}} @{selected|charname_output} Checks @{selected|wtype}&amp;{template:simple} @{selected|rtype}?{Skill |Acrobatics,+[[(@{selected|acrobatics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_acrobatics}*@{selected|npc})]][ACRO] ]]&amp;#125;&amp;#125; {{rname=^{acrobatics-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|acrobatics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_acrobatics}*@{selected|npc})]][ACRO] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|acrobatics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_acrobatics}*@{selected|npc})]][ACRO] ]] |Animal Handling,+[[(@{selected|animal_handling_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_animal_handling}*@{selected|npc})]][ANIM] ]]&amp;#125;&amp;#125; {{rname=^{animal-handling-u&amp;#125;&amp;#125;&amp;#125;{{mod=[[ (@{selected|animal_handling_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_animal_handling}*@{selected|npc})]][ANIM] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|animal_handling_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_animal_handling}*@{selected|npc})]][ANIM] ]] |Arcana,+[[(@{selected|arcana_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_arcana}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{arcana-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|arcana_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_arcana}*@{selected|npc})]][ARCA] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|arcana_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_arcana}*@{selected|npc})]][ARCA] ]] |Athletics,+[[(@{selected|athletics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_athletics}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{athletics-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|athletics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_athletics}*@{selected|npc})]][ATHL] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|athletics_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_athletics}*@{selected|npc})]][ATHL] ]] |Decpetion,+[[(@{selected|deception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_deception}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{deception-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|deception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_deception}*@{selected|npc})]][DECE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|deception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_deception}*@{selected|npc})]][DECE] ]] |History,+[[(@{selected|history_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_history}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{history-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|history_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_history}*@{selected|npc})]][HIST] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|history_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_history}*@{selected|npc})]][HIST] ]] |Insight,+[[(@{selected|insight_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_insight}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{insight-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|insight_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_insight}*@{selected|npc})]][INSI] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|insight_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_insight}*@{selected|npc})]][INSI] ]] |Intimidation,+[[(@{selected|intimidation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_intimidation}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{intimidation-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|intimidation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_intimidation}*@{selected|npc})]][INTI] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|intimidation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_intimidation}*@{selected|npc})]][INTI] ]] |Investigation,+[[(@{selected|investigation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_investigation}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{investigation-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|investigation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_investigation}*@{selected|npc})]][INVE] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|investigation_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_investigation}*@{selected|npc})]][INVE] ]] |Medicine,+[[(@{selected|medicine_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_medicine}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{medicine-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|medicine_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_medicine}*@{selected|npc})]][MEDI] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|medicine_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_medicine}*@{selected|npc})]][MEDI] ]] |Nature,+[[(@{selected|nature_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_nature}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{nature-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|nature_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_nature}*@{selected|npc})]][NATU] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|nature_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_nature}*@{selected|npc})]][NATU] ]] |Perception,+[[(@{selected|perception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_perception}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{perception-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|perception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_perception}*@{selected|npc})]][PERC] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|perception_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_perception}*@{selected|npc})]][PERC] ]] |Performance,+[[(@{selected|performance_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_performance}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{performance-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|performance_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_performance}*@{selected|npc})]][PERF] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|performance_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_performance}*@{selected|npc})]][PERF] ]] |Persuasion,+[[(@{selected|persuasion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_persuasion}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{persuasion-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|persuasion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_persuasion}*@{selected|npc})]][PERS] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|persuasion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_persuasion}*@{selected|npc})]][PERS] ]] |Religion,+[[(@{selected|religion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_religion}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{religion-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|religion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_religion}*@{selected|npc})]][RELI] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|religion_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_religion}*@{selected|npc})]][RELI] ]] |Sleight of Hand,+[[(@{selected|sleight_of_hand_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_sleight_of_hand}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{sleight_of_hand-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|sleight_of_hand_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_sleight_of_hand}*@{selected|npc})]][SLEI] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|sleight_of_hand_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_sleight_of_hand}*@{selected|npc})]][SLEI] ]] |Stealth,+[[(@{selected|stealth_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_stealth}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{stealth-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|stealth_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_stealth}*@{selected|npc})]][STEA] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|stealth_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_stealth}*@{selected|npc})]][STEA] ]] |Survival,+[[(@{selected|survival_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_survival}*@{selected|npc})]][ARC] ]]&amp;#125;&amp;#125; {{rname=^{survival-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[(@{selected|survival_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_survival}*@{selected|npc})]][SURV] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[(@{selected|survival_bonus}@{selected|pbd_safe}*(1-ceil((@{selected|npc})*0.00001)))+(@{selected|npc_survival}*@{selected|npc})]][SURV] ]]|Strength,+[[@{selected|strength_mod}]][STR] ]]&amp;#125;&amp;#125; {{rname=^{strength-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[@{selected|strength_mod}]][STR] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[@{selected|strength_mod}]][STR] ]] |Dexterity,+[[@{selected|dexterity_mod}]][DEX] ]]&amp;#125;&amp;#125; {{rname=^{dexterity-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[@{selected|dexterity_mod}]][DEX] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[@{selected|dexterity_mod}]][DEX] ]] |Constitution,+[[@{selected|constitution_mod}]][CON] ]]&amp;#125;&amp;#125; {{rname=^{constitution-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[@{selected|constitution_mod}]][CON] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[@{selected|constitution_mod}]][CON] ]] |Intelligence,+[[@{selected|intelligence_mod}]][INT] ]]&amp;#125;&amp;#125; {{rname=^{intelligence-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[@{selected|intelligence_mod}]][INT] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[@{selected|intelligence_mod}]][INT] ]] |Wisdom,+[[@{selected|wisdom_mod}]][WIS] ]]&amp;#125;&amp;#125; {{rname=^{wisdom-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[@{selected|wisdom_mod}]][WIS] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[@{selected|wisdom_mod}]][WIS] ]] |Charisma,+[[@{selected|charisma_mod}]][CHA] ]]&amp;#125;&amp;#125; {{rname=^{charisma-u&amp;#125;&amp;#125;&amp;#125; {{mod=[[ [[@{selected|charisma_mod}]][CHA] ]]&amp;#125;&amp;#125; {{r1=[[@{selected|d20}+[[@{selected|charisma_mod}]][CHA] ]] }}} {{global=@{selected|global_skill_mod}}} @{selected|charname_output} Additional Actions all have their own macro's as well. Dash !power {{ --format|pcstats --name|Dash [image](<a href="https://wiki.5e.tools/images/thumb/b/bb/Sprint.png/30px-Sprint.png#.png" rel="nofollow">https://wiki.5e.tools/images/thumb/b/bb/Sprint.png/30px-Sprint.png#.png</a>) --!Dash|When you take the Dash action, you gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on Your Turn if you dash.^^^^Any increase or decrease to your speed changes this additional Movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. }} Disarm !power {{ --format|pcstats --name|Disarm [image](<a href="https://wiki.5e.tools/images/thumb/e/e5/Drop-weapon.png/30px-Drop-weapon.png#.png" rel="nofollow">https://wiki.5e.tools/images/thumb/e/e5/Drop-weapon.png/30px-Drop-weapon.png#.png</a>) --!Disarm:|A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item. ^^^^ The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller. }} Disengage !power {{ --format|pcstats --name|Disengage [image](<a href="https://wiki.5e.tools/images/thumb/b/be/Amputation.png/30px-Amputation.png#.png" rel="nofollow">https://wiki.5e.tools/images/thumb/b/be/Amputation.png/30px-Amputation.png#.png</a>) --!Disengage:|If you take the Disengage action, your Movement doesn’t provoke Opportunity Attacks for the rest of the turn. }} Dodge &nbsp; !cmaster --add,condition=dodging,duration=1,direction=-1 Grapple !cmaster --add,condition=grappled,duration=1,direction=0 Help&nbsp; !cmaster --add,condition=helped,duration=1,direction=-1 Ready !cmaster --add,condition=ready,duration=1,direction=-1,message=?{Action you wish to ready?|} Search !power {{ --format|pcstats --name|Search [image](<a href="https://wiki.5e.tools/images/thumb/2/25/Magnifying-glass.png/30px-Magnifying-glass.png#.png" rel="nofollow">https://wiki.5e.tools/images/thumb/2/25/Magnifying-glass.png/30px-Magnifying-glass.png#.png</a>) --!Search|^*When you take the Sear⁠ch action, you devote your attention to finding something. Depending on the Nature of your se⁠arch, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.^^**Perception:**[[1d20+@{selected|perception_bonus}]] **Investigation:**[[1d20+@{selected|Investigation_bonus}]] }} Shove !power {{ --format|pcstats --name|Shove [image](<a href="https://wiki.5e.tools/images/thumb/a/a7/Hand.png/25px-Hand.png#.png" rel="nofollow">https://wiki.5e.tools/images/thumb/a/a7/Hand.png/25px-Hand.png#.png</a>) --!results|~C**@{selected|character_name}:[[1d20+@{selected|athletics_bonus}]] //VS// @{target|character_name}:[[1d20+?{Targets Chosen Skill|Athletics, @{target|athletics_bonus}|Acrobatics, @{target|acrobatics_bonus}}]]**~C --~~~ --Shove:| Using the Attack action, you can make a spec⁠ia⁠l melee atta⁠ck to shove a creature, either to knock it prone or push it away from you. If you’re able to make multiple attacks with the Att⁠ack action, this atta⁠ck replaces one of them.^^^^The target must be no more than one size larger than you and must be within your reach. Instead of Making an Attack roll, you make a Strength (Athletics) check contested by the target’s Stren⁠gth (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You succeed automatically if the target is Incapacitated. If you succeed, you either knock the target prone or push it 5 feet away from you. }} Movement Burrow !cmaster --add,condition=burrow,duration=1,direction=0 Climb !cmaster --add,condition=climbing,duration=1,direction=0 Fly !cmaster --add,condition=flying,duration=1,direction=0 Swim !cmaster --add,condition=swimming,duration=1,direction=0 End Turn !cmaster --turn,next
That is impressive Devilish!
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Edited 1598209385
That's a really nice script. I'll post my Universal Chat Menu's version of a combat actions menu when I finish it.
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@Juan, you may be able to use this and expand on it to get what you're looking for .... <a href="https://app.roll20.net/forum/post/6608347/script-me-to-whisper-to-the-player-invoking-it-like-slash-w-self-if-self-always-resolved-to-your-players-name" rel="nofollow">https://app.roll20.net/forum/post/6608347/script-me-to-whisper-to-the-player-invoking-it-like-slash-w-self-if-self-always-resolved-to-your-players-name</a> Edit: Nvm.&nbsp; Looks like ur on your way ...
1598239376
Victor B.
Pro
Sheet Author
API Scripter
Seriously impressive
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Edited 1598308339
Hey.- Here's my Combat Actions menu for Shaped5e users, with the Universal Chat Menu's API by GiGs. Monster Example (the End Turn button was erased afterwards too lazy to change it) Player Example It shows their Hit Points, AC, Speed, available attacks (only those marked as active), spells and cantrips (only those marked as prepared), with the remaining slots in the title. Buttons to trigger ability checks and saving throws. Also shows descriptive class features (like the unarmored defense trait) and spendable features (such as Sorcery Points) with remaining points or uses. Button to use the "dodge" action (which I have defined as a condition of its own), showing the modifiers which are on at the start of the turn, aswell as showing other available actions just for reference's sake. With monsters it shows the other stuff (actions, reactions, legendary actions, funky actions, you name it). Note: I had to remove the EndTurn button due to its funky behavior with how I changed the UCM's code to be able to call their menus from another script (until I wait for an update addressing this). You have to change UCM's code as referenced here (do this at your own expense!): <a href="https://app.roll20.net/forum/post/7474530/script-call-for-testers-universal-chat-menus/?pageforid=9104973#post-9104973" rel="nofollow">https://app.roll20.net/forum/post/7474530/script-call-for-testers-universal-chat-menus/?pageforid=9104973#post-9104973</a> Then you may use this script as a "Macro" trigger on turn start (please note I use cmcharidentifier and cmcharname as substitution strings for CharID and CharName). The macro name is quite literally "CharActions" and its syntax is: !chatmenu cmcharidentifier {template:5e-shaped} {{character_name=@{cmcharname|character_name}}} {{title=Combat Actions}} {{subheader=Hit Points (@{cmcharname|HP} / @{cmcharname|HP|max}) | AC @{cmcharname|AC} | Speed @{cmcharname|speed}}} {{freetext=**Other Actions**. Use an Object, Dash, Disengage, Help, Hide, Ready, Search, Sprint (Turn), Shove, Grapple}} --separator:, : --title:Attacks --repeating_offense|name|roll|carried --title:Actions --repeating_action|name|roll --title:Reactions --repeating_reaction|name|roll --title: Legendary Actions (Remaining @{cmcharname|legendary_action_amount}) --repeating_legendaryaction|name|roll --title:Lair Actions --repeating_lairaction|name|roll --title:Regional Effects --repeating_regionaleffect|name|roll --title:Class Features (With Uses Remaining) --repeating_classfeature|name|action|name!CLASS_FEATURE|uses=undefined|recharge=undefined|per_use=undefined --repeating_classfeature|name|action|name!CLASS_FEATURE|uses&gt;1 --title:Spells (Prepared)! --title:Cantrips --repeating_spell0|name|spell|is_prepared!0 --title:Level 1 Spells (Remaining @{cmcharname|spell_level_1_slots_remaining}) --repeating_spell1|name|spell|is_prepared!0 --title:Level 2 Spells (Remaining @{cmcharname|spell_level_2_slots_remaining}) --repeating_spell2|name|spell|is_prepared!0 --title:Level 3 Spells (Remaining @{cmcharname|spell_level_3_slots_remaining}) --repeating_spell3|name|spell|is_prepared!0 --title:Level 4 Spells (Remaining @{cmcharname|spell_level_4_slots_remaining}) --repeating_spell4|name|spell|is_prepared!0 --title:Level 5 Spells (Remaining @{cmcharname|spell_level_5_slots_remaining}) --repeating_spell5|name|spell|is_prepared!0 --title:Level 6 Spells (Remaining @{cmcharname|spell_level_6_slots_remaining}) --repeating_spell6|name|spell|is_prepared!0 --title:Level 7 Spells (Remaining @{cmcharname|spell_level_7_slots_remaining}) --repeating_spell7|name|spell|is_prepared!0 --title:Level 8 Spells (Remaining @{cmcharname|spell_level_8_slots_remaining}) --repeating_spell8|name|spell|is_prepared!0 --title:Level 9 Spells (Remaining @{cmcharname|spell_level_9_slots_remaining}) --repeating_spell9|name|spell|is_prepared!0 --title:Checks and Saves --Saving Throws,Saves|Ability Checks,AbilChecks --title:Dodge Action --Dodge,Dodge-Action --title:Modifiers (On) --repeating_modifier|name|active!|active=1 Hope you guys enjoy!
Hey all, Thanks again to the magnanimous Victor B—may he live long and be blessed by the coding gods. I was wondering, since I installed 2.14 a while ago manually, if I wanted to update to 2.32 manually, how would I do that so I don't lose my settings? Should I make a new script and copy/paste 2.32 from github in there? Or should I paste OVER my previous custom script? Or is there no way around having to re-do the custom conditions, etc.? Thank you in advance, kind soul who answers me!
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Edited 1598638795
Victor B.
Pro
Sheet Author
API Scripter
Yes copy paste disable old one that's all you have to do. You won't lose any settings
Hmmmmmm. Has anyone tested if cmaster commands can be called through power cards similarly to the way token mod commands can be?&nbsp; Typically a Token-Mod command can be called through a power card by entering a line that looks like this; --api_token-mod|_ids @{selected|token_id} _ignore-selected _set statusmarkers|ready I have attempted to do something like that with a cmaster command; --api_cmaster|_add,condition=ready,duration=1,direction=-1 For me that doesn't work. It doesn't break the sandbox which is great... but it doesn't work. This may not be possible but I thought I'd toss it up here and see if anyone knew a way to get that to work.
1598672886
Victor B.
Pro
Sheet Author
API Scripter
Check the logs if CM is getting invoked at all.&nbsp;&nbsp;
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Ahhhhhhhh RIP its breaking the sandbox now.&nbsp; I did this; !power {{ --format|pcstats --name|Dash [image](<a href="https://wiki.5e.tools/images/thumb/b/bb/Sprint.png/30px-Sprint.png#.png" rel="nofollow">https://wiki.5e.tools/images/thumb/b/bb/Sprint.png/30px-Sprint.png#.png</a>) --!Dash|When you take the Dash action, you gain extra Movement for the current turn. The increase equals your speed, after applying any modifiers. With a speed of 30 feet, for example, you can move up to 60 feet on Your Turn if you dash.^^^^Any increase or decrease to your speed changes this additional Movement by the same amount. If your speed of 30 feet is reduced to 15 feet, for instance, you can move up to 30 feet this turn if you dash. --api_cmaster|_add,condition=dash,duration=1,direction=-1 }} Any ideas? I can abandon the endeavor if its a lost cause.
What's the latest stable release of CM? It's been a while since I updated.
Hey all I've got either a bug to report, or something weird I've done to cause this. My player has a macro that applies lightning-helix via tokenmod: !token-mod --set statusmarkers|+lightning-helix --ids&nbsp;@{Orihana|character_id} It works fine, and has always worked fine. In our most recent game, after updating to Combat Master 2.32, both that macro and our Barbarian's rage macro spat out notifications about their application upwards of 26 times in chat, upon macro use.&nbsp; Upon using the macros again, they don't seem to reproduce the same glitch. Perhaps it's a first-time use sort of thing? Please let me know if there is any more info you need.&nbsp;
You need to limit the token assignment to the current active page by using the corresponding Token-Mod parameter (I don't remember it, I believe it's something like --page|active?. Check the Journal Entry). Otherwise, Combat Master will trigger the activation message for each token in your entire campaign without any regard of what page is currently active.
1599363577
Victor B.
Pro
Sheet Author
API Scripter
Each token on the map
I have this API attached to a condition Marker with it is apply to a Token. {{!token-mod}} {{--api-as playeridentifier}} {{--ids tokenidentifier}} {{--set bar2_value|4}} It works giving the Token 4 in the bar2 value. I just wandering if there is a way for it to reapply that at the start of that players turn each round. It for the spell Heroism,&nbsp;gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
There should be an option under where you entered that called Persistent Macro, try setting it to true
How do I disable the turn timer? It seems to give my players anxiety.&nbsp;
Under the timer setting.
Kilter said: Under the timer setting. Oh sorry, my bad, thanks, but I'm new and have no idea what I'm doing and have no idea how to find or access those settings or any other settings regarding CM. Is there a way to access any instructions, help, or information for someone dumb enough to read all 30 pages of this topic and still wasted half the day failing to find a timer setting? Still getting used to this new "internet" thing the kids are using these days. Actually, nevermind, I'm probably too far gone...(when i type in commands, nothings happens, maybe the commands are wrong, maybe i'm wrong. i'm definitely usually wrong.)
1599921033
Victor B.
Pro
Sheet Author
API Scripter
Every panel that you see has a help icon in upper right corner.&nbsp;&nbsp;
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Reason said: Kilter said: Under the timer setting. Oh sorry, my bad, thanks, but I'm new and have no idea what I'm doing and have no idea how to find or access those settings or any other settings regarding CM. Is there a way to access any instructions, help, or information for someone dumb enough to read all 30 pages of this topic and still wasted half the day failing to find a timer setting? Still getting used to this new "internet" thing the kids are using these days. Actually, nevermind, I'm probably too far gone...( when i type in commands, nothings happens, maybe the commands are wrong, maybe i'm wrong. i'm definitely usually wrong. ) Something that happens from time to time in Roll20 is that the sandbox needs restarted.&nbsp; I always keep an extra tab open to the API Sandbox (Go to your game page &gt; Settings &gt; API) just so I can hit that Restart API Sandbox button when something inevitably goes wrong.&nbsp; 9 times out of 10, if everything is non-responsive, that's the culprit.&nbsp; Very easy way I've found to do this is to look at the timer - if it ain't counting down, the API has crashed.&nbsp; Funny and strange thing about that - if the API does crash - you will have to delete the old timer object.&nbsp; The API loses track of it and it remains on the screen frozen, once the API is restarted.&nbsp; It doesn't restart the old object, but creates a new one. As far as the timer being annoying, my players - at least some of the less tech savvy ones - found the timer the same.&nbsp; However, with the markers indicating whose turn was next, I found it gave them some sense of urgency on their turn to complete a planned set of actions and less table-talk, etc.&nbsp; To account for the less technically inclined, I made sure I had DM Only macros set up as buttons so that I could back the turn if it advanced beyond them, set it so it did not advance to the next turn on expire, increased the time per turn to 3 minutes (180 seconds rather than 120/ 2 minutes), and also gave them an End-Turn button at the bottom of the screen so they can advance the turn easily (my less tech savvy ones kept hitting the delay turn button which created all sorts of havoc, and a 'feature' I wish I could rid the program of, or at least optionally turn off/ hide).
Thanks for the help, i'll check it out. yeah, i'd like to keep the timer, for the reasons you said. maybe making it a little longer would help.
on second thought, I realize I'm simply not tech savvy enough to understand how to use this script. Other ones I understand (i think), but not this one.&nbsp; There are no help icons, panels, right corners, or corners. No idea how to make things work. I have no idea what commands to use or how to use them if i did. There was a help command that seemed to work, but didn't help me. I can barely turn it on. Restarting the sandbox didn't change anything. Not any problem with the script itself, just user ignorance and error. I guess I need a tutorial or something. Or simply a "how to" or basic instructions, which don't seem to exist. I'll go back to the free version where I belong. Thanks anyway for trying. I am beyond help or hope.
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Edited 1599946537
Reason said: on second thought, I realize I'm simply not tech savvy enough to understand how to use this script. Other ones I understand (i think), but not this one.&nbsp; There are no help icons, panels, right corners, or corners. No idea how to make things work. I have no idea what commands to use or how to use them if i did. There was a help command that seemed to work, but didn't help me. I can barely turn it on. Restarting the sandbox didn't change anything. Not any problem with the script itself, just user ignorance and error. I guess I need a tutorial or something. Or simply a "how to" or basic instructions, which don't seem to exist. I'll go back to the free version where I belong. Thanks anyway for trying. I am beyond help or hope. You can't see that little white circle " i " when you type !cmaster --main into chat? That's there for EVERY menu in the API! Don't give up so easily.&nbsp; I used to be Roll20 Illiterate and now I make complete menus for my players to use to limit their need to know all the ins and outs of programming.&nbsp; Once you get used to the Input --&gt; Output rhythm and Syntax's, everything else falls into place.
previously, every time i typed !cmaster --main into chat, nothing occurred. but i tried again and now for the first time, the menu appeared that looks like your image. however, yours says Combat Menu (2.32) and contains the little white circle. Mine says Combat Menu (1.8 Alpha) with no little white circle. So I guess I had an older version, or something? I thought I had the latest version. Guess not. I'm just happy to finally see a menu with things I can click. Thank you for your patience and kindness. I'll try to find the 2.32 version.
1599956612
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
There's a link in the first post of the thread.
1599959766
Victor B.
Pro
Sheet Author
API Scripter
I've updated Roll20 with 2.20.&nbsp; What is going on?&nbsp; You're version is very old.&nbsp; I'll have to check Roll20 Github and find out where the disconnect is.&nbsp;&nbsp;
For your troubleshooting purposes, Victor, I just installed from Roll20 menu for the first time ever, about 20 minutes ago. (After your post about updating to 2.20.) The menu item I clicked on in the scripts page says 2.14. The menu that pops up in the chat window says 1.8 Alpha. Side Question: Totally new to this. What's the best way to cause automatic damage to be applied if the the hit was successful?
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Edited 1599970367
@Steve, I don't know of any reliable ways to automatically apply damage, but the script in this thread gets pretty close by giving you a button in chat to apply damage from the last roll: <a href="https://app.roll20.net/forum/permalink/7836309/" rel="nofollow">https://app.roll20.net/forum/permalink/7836309/</a> It's set up for the 5e by Roll20 sheet, but should be able to tweak it to match whatever sheet you're using.
@Persephone, thank you, that's a good lead!
1600011272
Victor B.
Pro
Sheet Author
API Scripter
This is the 3rd time I've updated Roll20, but something isn't taking.&nbsp; I'm not sure what is going on.&nbsp; I'm going to apply an update tomorrow and we'll see what's going wrong.&nbsp;&nbsp;
Is there something wrong if I type !cmaster and don't see anything? If I see !cmaster --help then I see the help so I know it is installed...
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Edited 1600131242
I know why. I didn't see that I had to do --main
For the life of me I can't figure out what direction does. What is that?
Professor Chaos said: For the life of me I can't figure out what direction does. What is that? It decrements any effect by rounds. So if you're applying a condition with a duration of 1 minute, you specify the duration in rounds and then -1 to have it count down from 10 to 0, round by round. If it's a condition with an unlimited duration (like prone), just set direction to 0.
Is there a way to change all condition directions to 0, or just disable the automatic duration/removal of conditions in general? I think I just prefer clicking them all off manually.
Ezra said: Is there a way to change all condition directions to 0, or just disable the automatic duration/removal of conditions in general? I think I just prefer clicking them all off manually. Manually adjusting each.&nbsp; If you're saying to set them to default that way, I don't know any other way than getting into the workings of the API.&nbsp; It would be a variable set up to whatever the default is as declared.&nbsp; Personally - I wouldn't though.&nbsp; Once you start altering the inner workings, you can break the whole of it unless you've dotted all your i's and crossed your t's along the way.&nbsp; If you don't know what you have to do, put simply ... don't do anything.
Wolf Thunderspirit said: Manually adjusting each.&nbsp; Ok thanks, will do! Another question. How exactly should one start combat with this? I want players to roll init manually. As soon as I open the turn order window, Combat Master appears to consider combat "started". When I sort the init the first token doesn't get the nifty circle marker around it, and from then on the round marker is pretty jacked up (it thinks the top init is really the last turn of the round). What am I missing? Thanks!
Ezra said: Wolf Thunderspirit said: Manually adjusting each.&nbsp; Ok thanks, will do! Another question. How exactly should one start combat with this? I want players to roll init manually. As soon as I open the turn order window, Combat Master appears to consider combat "started". When I sort the init the first token doesn't get the nifty circle marker around it, and from then on the round marker is pretty jacked up (it thinks the top init is really the last turn of the round). What am I missing? Thanks! Given that the answers are already in there how to use the API, I'll only tell you to go where you think, settings &gt; initiative, for example, and click on the circled "i" in the upper right corner.&nbsp; Everything is very detailed thanks to Persephone on how to use each part of the API.&nbsp; I do it this way because, honestly, I could answer a string of questions all day on how to use the API, but the answers are there for you already.&nbsp; You could keep asking on the forum post, and people could answer, but it just takes a few minutes to get everything you're looking for from the help icons on each screen. I will answer your question with my preference, but its just mine.&nbsp; Combat Master works very very well with TheAaron's GroupInit API.&nbsp; Once you have both installed and set up , it is very easy to set up a global token macro for "Init" in which you could use either !group-init or !cmaster --turn,start to roll initiative.&nbsp; Because those two programs handshake with eachother, either/ or can start up your initiatives.&nbsp; I do find myself either rolling the mobs before or after the PCs, because once you say " Roll Initiative ", it can be very hard to select the tokens to roll them, as each initiative shift-pings the highest token in order, deselecting whatever you have selected (which can get very frustrating ... lol).&nbsp; Plus, I like to select the mobs in groups and do a !group-init call to not have to do each token individually - which is a real time saver.&nbsp; But that's just me.
Cool, thanks!&nbsp; !cmaster --turn,start &nbsp;appears to do exactly what I want. I think that's basically what the "play" button does, but that button disappears when the turn tracker is opened. So running that w/ a macro really helps! Any idea how to add a condition w/ a comma in the description? CombatMaster seems to truncate the description as soon as it hits one. I tried enclosing the entire thing in quotes and single quotes. :)
I asked that same question early on.&nbsp; It's in here in the forum somewhere.
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Enclose the whole statement in double curly quotes. {{like this, here}}
Fantastic, thank you!
Greetings all, I hope this finds you all well. When copying a game will your combat master settings apply in the copied version or do you have to reset it up? Thank you all in advance for your time.
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Victor B.
Pro
Sheet Author
API Scripter
All copied
Thank you for the quick response. You're a LEGEND btw&nbsp;
Just tried it. Using the normal Copy Game option Combat Master resets to default in the new game. Sad day&nbsp;
1600732843
Victor B.
Pro
Sheet Author
API Scripter
Oh, export your configs from game 1 and import into game 2
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Edited 1601345892
Victor B.
Pro
Sheet Author
API Scripter
Version 2.33 of Combat Master found here:&nbsp; <a href="https://github.com/vicberg/CombatMaster" rel="nofollow">https://github.com/vicberg/CombatMaster</a> Fixed - Multiple issues surround API calls and targeted spells - Ad Hoc conditions&nbsp; - The One Click was messed up because there's two versions of Combat Master in Roll20 Github.&nbsp; The one under 2.0 directory had 1.8 Alpha.&nbsp; So to be safe I've updated both versions and notified Roll20.&nbsp;&nbsp; - Revamped the token status logic.&nbsp; It's now counting down correct from 10 down to 1 New Functionality - Two new condition options to specify if the spell includes the caster or is only against targets and if an API call is needed against caster and or targets.&nbsp;&nbsp;