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New User, highly confused by Mods

Hey all, and thanks for stopping by to at least glance at my problem (and hopefuly help solve it). I've tried Token Mod, I've tried Select Manager, and I've got simple sound installed. My background in computers is with networking rather than programming, so these mods/api's sound great in theory, but hard in practice. Here's what I have - 7 different tokens (even though they look the same) spaced throughout my map. What I'd like them to do is change from the GM layer, emit 5 feet of bright light, have a sound play, and then have them go back to the gm layer after say...5 seconds. The kicker is I want to automate it so that they escalate for 3,4,5,6, and then 7 tokens activated.  For those of you that may be familiar, I'm recreating the Oracles encounter from Destiny 1 and 2's Vault of Glass. I plan on having a script run at the begining of the combat round, it run again in the middle of the combat round, and then at the end of the round having all of the selected tokens appear at the same time emitting light, and the party has to hit all of them in order that they appeared.  I am completely open to  any mods necessary to make this a memorable evening for my players. Thanks for the help in advance!
1660412746
Gauss
Forum Champion
This sounds more like a Mods (API) forum issue, I suggest reposting it there to get the API folks to look at the problem.  It might require a new script, not sure if there is one that does all of what you are asking for.
@gauss, thanks, will repost shortly. 
you can do this with token mod and multiple macros to control each token or amount of tokens. but to automate it - you will probably need a custom api script.  Cause to move from layers - you can use Bump or It's a Trap. it's a trap you can attach sound to it. To constantly move them back into GM layer and Token layer is just a token macro.  Or simply make a macro with Bump - but making it automated fully while u do nohing - will be a custom api. you can recreate but have to click on the macros manually to do it.
1660419038
The Aaron
Roll20 Production Team
API Scripter
Wow! Sounds like diving straight in the deep end. =D Ok, let me see if I can break that down a bit. Some questions: For starters, I assume "5 seconds" is not clock time, but is game time, which represents effectively, the part of the round of combat during which they are visible? I'm not sure about what you mean with the escalation mechanic, would that be for different maps, or for later rounds of combat?  So, here's how I'd start to tackle this with existing scripts: Install OnMyTurn, it will let you define a specially named ability on a character that gets kicked off when a token representing that character gets a turn. Use TokenMod for manipulating the light, layer, etc of tokens. Use SimpleSound to play whatever sounds you need. Use OnMyTurn's abilities to manage when things happen.  If you're making multiple tokens appear at some point, the ability can call TokenMod passing the character id representing those special tokens (and using --active-pages to restrict to just the ones on this page).  You might need to pass --api-as with your player id, depending on how you've got it set up.  You can use another specialized OnMyTurn ability (on another utility character) to hide them at another turn order. If you are using wall clock 5 second intervals, you can use the Delay script to hide them on a schedule. I think that probably covers the basics.  Give that a try and tell us if you hit any issues, or maybe others have different ideas.
@Novercalis - I have no problem whatsoever clicking multiple macros. As an end result, what I feel would be a good balance would be say...On the turn order acting at the very top of the beginning of the round, clicking one macro/token action/etc. and having one of the tokens enter the token layer from the gm layer, emit 5 feet of bright light, 5 feet of dim light, and play a sound. Then another token do the same, then a third token do the same, followed by all three tokens returning to the gm layer. I would click this macro again in about the middle of the combat round. Finally, at the very end of the combat round, all 3 of the tokens enter the token layer at the same time, emitting 5 feet of bright light, 5 feet of dim light, but no sound.  I originally wanted to add some flair and have the /fx nova-holy centered on the token as it came out, but I think that might be too much. If it could be figured in to add a little jazz-hands to the situation, awesome. But the more I look in on it, the more I feel like that's just adding too much to an already convoluted script. I've already kinda got in stuck in my mind to make things easier, I'll just have each of the tokens already set up to emit  5 feet of bright and 5 feet of dim so that when they switch layers it's already set up and no need to code in that extra set of the script.  @The Aaron, the 5 seconds was my interpretation of roughly clock time. When I tried to script it previously using just TokenMod and Simplesound, I was able to make *some* of it work. I could see the token enter from the GM layer to the Token Layer, and then quickly go back, before simple sound was able to make the sound effect. Also, thank you to both of you. I've been giving myself a headache with it on and off for the better part of the week. I only get one full day off a week from work to do any kind of GM prep for my game, and after I posted this originally, I tried to balance the remainder of my prep time between chores and scripting macros to make fights go quicker for my game later. I'll try out your ideas later on and get back to you with successes and/or failures. Attached below is the base map that I'm working with, in case you're curious.