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Helpfull Macros For Speeding Up Large Encounters?

Hello I am a fairly new user and want to know if there are macros for the following?  1. if a player rolls an attack the damage will be reducted from the enemy token heath and vice versa 2 rolling multiple initiatives at one rather then doing one at a time and if the require an API can you let me know and if they need anything else
1658607011
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
The one stop attack-deduct damage is a little hard to engineer, because there are too many variables (resistances, saves, etc). However, there are some Mod Scripts that can make combat go a lot quicker. Group Check and Apply Damage can roll mass saves and deduct damage from an entire group (makes fireballs much quicker) Autobuttons can apply the damae from the last attack to any selected token, and has options for half and double damage. Token Action Maker can create Token Action buttons for any creature's attacks, saves, and more. Combat Master can automate a lot of things like turn handling and conditions.
1658624169
GiGs
Pro
Sheet Author
API Scripter
Keith has great script suggestions, I want to emphasise: this kind of thing can only be done using Pro subscription and API Scripts. Without that, macros can only read values on a character sheet, they cannot change data on a character sheet. Likewise, rolling multiple initiatives I think is also the province of the API.
1658646463
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Yeah, I'm trying to force myself to get used to using the new terminology: "Mods", but yeah, all of those things are API scripts. GroupInit is the Mod Script of choice for rolling multiple initiatives.
1658647627
GiGs
Pro
Sheet Author
API Scripter
I don't know why they didn't just adopt the term scripting and scripts, in place of Mods.
1658770761
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
GiGs said: I don't know why they didn't just adopt the term scripting and scripts, in place of Mods. That was my take, as well, since Mod can also be short for "Moderator". As a transition, I have tried to use "Mod" with a helping word, or using it with unambiguous wording for the time being. Eventually, it will seem second nature.
1658925642
Manny L.
Pro
Marketplace Creator
keithcurtis said: The one stop attack-deduct damage is a little hard to engineer, because there are too many variables (resistances, saves, etc). However, there are some Mod Scripts that can make combat go a lot quicker. Group Check and Apply Damage can roll mass saves and deduct damage from an entire group (makes fireballs much quicker) Autobuttons can apply the damae from the last attack to any selected token, and has options for half and double damage. Token Action Maker can create Token Action buttons for any creature's attacks, saves, and more. Combat Master can automate a lot of things like turn handling and conditions. Keith has you covered here. For a slightly simpler setup (I found Combat Master too complex), I use: 1. Group Check and Apply Damage  - as noted by Keith, these are awesome for AoE effects and save TONS of time 2. Token Action Maker - hugely reduces the need to open monster / character sheets during combat 3. Group Init and TurnMarker1 - handles the initiative tracking and also puts a super helpful marker below the currently active character/monster. Allows you to rewind as well, if required. 4. 5E Resting in Style - one click to handle short and long rests, almost a must have really.
1658939123
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Curious, what does 5e Resting in Style offer, now that the Rest buttons have been added to the D&D 5th Edition by Roll20 Sheet? I used to use my own Rest script, but have abandoned it for everything but Ammo recovery.
1658940818
David M.
Pro
API Scripter
It's useful for setting up custom resource recovery, including homebrew abilities, wands that recharge a certain number of charges per day, etc. It also prints a summary in the chat window of what was resources were recovered, which is nice. You also can set up a macro/token action to trigger it so you don't have to open the character sheet. I still use it for these reasons.
I found you very Humble David, but now i'm converted to it, i found your SmartAoE a must. It helps so much in dealing mass damages from various effects and the Area of effect makes no (eternal and endless) discussions about who is affected or not....
1658947129
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
David M. said: It's useful for setting up custom resource recovery, including homebrew abilities, wands that recharge a certain number of charges per day, etc. It also prints a summary in the chat window of what was resources were recovered, which is nice. You also can set up a macro/token action to trigger it so you don't have to open the character sheet. I still use it for these reasons. Thanks! Three different resting scripts all came out over the course of one month, so it is confusing to remember. Some of those things are addressed by the built-in button (including actions that can be macro-triggered), but limited charge recovery and ammo are not. It's also nice that it prints out the synopsis (Rest and Recovery script does that as well), and gives reminders. I pretty much abandoned developing Rest and Recovery after the multiplicity of choices followed. The biggest advantage I have seen to the built in buttons over any script, is that it is easier to get my players to use them. :D I don't have the most tech-savvy bunch, and they constantly asked me how to find the macros. A Big Old Button is just their speed.
keithcurtis said: The biggest advantage I have seen to the built in buttons over any script, is that it is easier to get my players to use them. :D I don't have the most tech-savvy bunch, and they constantly asked me how to find the macros. A Big Old Button is just their speed. My players don't even want to hit a button, so as the GM I take it upon myself to select them all and use the Rest macro on all of them at once. :)