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Sending text to chat and tooltip with one click.

I have a macro for explaining conditions. It provides a menu to select a condition, once selected it displays the condition name and effects in chat for the players to see.  (The name and each effect the condition causes are separate entries in the chat.) What I'm trying to do: Is it possible to have this macro also add the condition name to a selected token's tooltip?    It doesn't have to add the entire description of the condition to the tooltip, just the name would be enough.    If there is no token selected I would like it to still function as normal for displaying it's info in chat.
In general, yes, it should be possible to add a command to add information to the tooltip at the same time. If you want help with your specific macro then you'll need to post it here. E.g. using TokenMod: !token-mod --set  tooltip|"Blessed" If you're not using it already, I suggest using the Condefinition script  as it creates buttons to add/remove status markers and display condition information in chat.
1713883706
timmaugh
Pro
API Scripter
I second the call for the Condefinition script. Another thing to think about (especially if you go with the TokenMod option Jarren posted, above), is to utilize a Chat Menu of the conditions. That way you can have a button that outputs the description of the condition to chat, and within that description you can have another button that would "apply" it to the selected token (executing Jarren's command). Condefinition is a better option, IMO, but I understand that sometimes you get so far in a project that you want to continue with what you've already set up, yourself... so... options.
Thank you both for the suggestions. I am not set on any particular method of doing this. So I will post the macro in using and check out the suggested scripts.
timmaugh said: I second the call for the Condefinition script. Another thing to think about (especially if you go with the TokenMod option Jarren posted, above), is to utilize a Chat Menu of the conditions. That way you can have a button that outputs the description of the condition to chat, and within that description you can have another button that would "apply" it to the selected token (executing Jarren's command). Condefinition is a better option, IMO, but I understand that sometimes you get so far in a project that you want to continue with what you've already set up, yourself... so... options. If you're interested in a chat menu approach, this is what my previous Status Marker chat menu looked like: But I updated it a while ago to use the images of my custom status markers instead, so it now looks like this: <a href="https://app.roll20.net/forum/post/11844360/drop-down-menu-for-dnd5e-for-token-conditions/?pageforid=11844474#post-11844474" rel="nofollow">https://app.roll20.net/forum/post/11844360/drop-down-menu-for-dnd5e-for-token-conditions/?pageforid=11844474#post-11844474</a>
1713893855
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Hey Erik! Writer of Condefinition here. I wrote that to do exactly what you are describig plus more (saving throw buttons when called for in text, for example), but it does have the limitation of being specific to the&nbsp;D&amp;D 5th Edition by Roll20 Sheet. So there's that consideration.
Keith, &nbsp; &nbsp;5e is what I need it for! I checked out Condefinition. Very impressive, a lot more than what I am looking for, but still impressive. I could not get it to apply the condition icon to the targeted token. This is the macro I am currently working with. ?{Choose a Condition|Blinded, **Blinded** • A blinded creature can’t see and automatically fails any ability check that requires sight. • Attack rolls against the creature have advantage and the creature’s attack rolls have disadvantage.| Charmed, **Charmed** • A charmed creature can’t attack the charmer or target the charmer with harmful abilities or magical effects. • The charmer has advantage on any ability check to interact socially with the creature.| Deafened, **Deafened** • A deafened creature can’t hear and automatically fails any ability check that requires hearing.| Frightened, **Frightened** • A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight. • The creature can’t willingly move closer to the source of its fear.| Grappled, **Grappled** • A grappled creature’s speed becomes 0 and it can’t benefit from any bonus to its speed. • The condition ends if the grappler is incapacitated (see the condition). • The condition also ends if an effect removes the grappled creature from the reach of the grappler or grappling effect| Incapacitated, **Incapacitated** • An incapacitated creature can’t take actions or reactions.| Invisible, **Invisible** • An invisible creature is impossible to see without the aid of magic or a special sense. For the purpose of hiding the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. • Attack rolls against the creature have disadvantage and the creature’s attack rolls have advantage.| Paralyzed, **Paralyzed** • A paralyzed creature is incapacitated (see the condition) and can’t move or speak. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.| Petrified, **Petrified** • A petrified creature is transformed - along with any nonmagical object it is wearing or carrying - into a solid inanimate substance (usually stone). Its weight increases by a factor of ten and it ceases aging. • The creature is incapacitated (see the condition) can’t move or speak - and is unaware of its surroundings. • Attack rolls against the creature have advantage. • The creature automatically fails Strength and Dexterity saving throws. • The creature has resistance to all damage. • The creature is immune to poison and disease - although a poison or disease already in its system is suspended—not neutralized.| Poisoned, **Poisoned** • A poisoned creature has disadvantage on attack rolls and ability checks.| Prone, **Prone** • A prone creature’s only movement option is to crawl (see Movement) unless it stands up and thereby ends the condition. • The creature has disadvantage on attack rolls. • An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise the attack roll has disadvantage. • Standing from prone costs half movement.| Restrained, **Restrained** • A restrained creature’s speed becomes 0 and it can’t benefit from any bonus to its speed. • Attack rolls against the creature have advantage and the creature’s attack rolls have disadvantage. &nbsp;The creature has disadvantage on Dexterity saving throws.| Stunned, **Stunned** • A stunned creature is incapacitated (see the condition) can’t move - and can speak only falteringly. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage.| Unconscious, **Unconscious** • An unconscious creature is incapacitated (see the condition) can’t move or speak - and is unaware of its surroundings. • The creature drops whatever it’s holding and falls prone. • The creature automatically fails Strength and Dexterity saving throws. • Attack rolls against the creature have advantage. • Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.} Its simple but does just what I need. The only thing I am trying to add to it is the ability to add the condition's name to the tooltip of a selected token when the menu item is selected, and for it to run fine if no token is selected.
This was originally made as a macro, but could become an API if needed.