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Turn order scripted movement

For one of the fights im running, its done on a battle field where "Obstacles" are rotating around at the start of each initiative, i want to automate this so that at a certain initiative count all the tokens move on their own so i dont have to switch to the map and lighting layer, any ideas on how i could do this?
This could likely be possible with some combination of scripts.   Would all of the obstacles follow a specific predetermined path, or all move the same direction at the same time, or is the movement intended to be random in some way?
Specific path, i need the map to rotate at set intervals, and then i need the dynamic lighting barriers to move as well
There is a script for pathing out tokens for guard routines or similar, I imagine you could use it for this purpose.
all the ones ive found are on timed intervals, not turn order based
1730630575

Edited 1730630604
David M.
Pro
API Scripter
You have a couple options for turn-based movement of graphics. The first is OnMyTurn , which could be used in conjunction with token-mod manipulation of the graphic. The other is Scriptcards using a turnorder-based trigger . I think the biggest trick is going to be the DL paths when the map is rotated (because  rotating existing DL paths doesn't work, so the elements have to be redrawn) .  For this,  Dynamic Light Recorder  might work for you. With a little setup, it should be able to redraw the DL path elements when the map is moved or rotated. What I don't know is if DL Light Recorder will respond to api-generated movement (e.g., if you made an OnMyTurn macro that moved the map token programmatically). That would take some trial and error on your part. Note: beware if you are running a Jumpgate game. They changed how paths are handled, so many/most/all path-dependent scripts will fail atm. Unsure of how this is going to play out in the future, but it is likely to require re-writes once the dust has settled.