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Can't get GroupInitiative to work properly

The problem I'm having is that when I select a few tokens on the battlefield and then paste  !group-init  into the chat window, nothing happens. 1. To ensure that the fault wasn't with one of my existing games, I made a new game (with Jumpgate) and chose the D&D 5E By Roll20 character sheet. 2. Next I went to the Mod (API) Scripts page for this game and the Experimental API was already selected. 3. Then I installed GroupInitiative  0.9.41. The Mod Output Panel gave me this after I installed  GroupInitiative  0.9.41: "-=> GroupInitiative v0.9.41 <=-  [Tue Jan 21 2025 18:05:48 GMT+0000 (Coordinated Universal Time)]" "  > Updating Schema to v1.3 <" "  > Updating Help Handout to v0.9.41 <" "##########> Sandbox [EXPERIMENTAL 2025-10-22] : Ready fired after 5.45s, 19 objects." 4. I launched the game and in the chat window clicked on the  GroupInitiative standard configuration option " D&D 2024 by Roll20"  button that said "Apply Configuration". 5. I placed a token on the battlefield and opened the Turn Order window, then selected the token I just placed. 6. I pasted  !group-init  into the chat window and got absolutely nothing. No response whatsoever. Looking at the Mod Output Panel for this game show no information.  Can anyone help me out? What am I missing?
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
HI Matt! That sounds pretty thorough. The only thing I can think of off the top of my head is to double check the token you selected. Make sure it represents a character.
Thanks for the response. I used a Young Red Dragon from the 2024 Monster Manual in my Compendium. Any other ideas?
Do you use GroupCheck as well?  If you do, is it working?
Did you somehow get into Talk To Yourself mode? That could explain no API response.  Also, it sounds like you selected the 2014 sheet when you created the game, and the 2024 configuration from the API setup prompt. I don’t know if that would cause no response, though.
1761580150
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Joe said: Did you somehow get into Talk To Yourself mode? That could explain no API response.  Also, it sounds like you selected the 2014 sheet when you created the game, and the 2024 configuration from the API setup prompt. I don’t know if that would cause no response, though. I believe that that configuration choice is now intended to handle both sheets simultaneously.
I am having this same problem, though, I've noticed it with both GroupInit and GroupCheck.
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Edited 1761605831
So whatever problem the problem is, it seems to still exist. These are the exact steps I just did now and am still getting no response from GroupInitiative. 1. Create new game 2. Pick a character sheet: D&D 5E 2024 By Roll20 3. Click "I'm ready create game" button 4. Go to settings menu and choose "Mod (API) Scripts" option 5. On that page, having done nothing, I get this error " Your scripts are currently disabled due to an error that was detected.  " The API Sandbox version is already chosen for me as "Experimental". 6. Use the dropdown "Roll20 Mod Library" to choose "GroupInitiative". Scroll down and click the Save button 7. Back on the Mods screen, click the "Restart API Sandbox" button, resulting ultimately in this line: "##########> Sandbox [EXPERIMENTAL 2025-10-22] : Ready fired after 5.60s, 19 objects." 8. Launch game 9. In the game, use the compendium to add a monster to the battle field, in my case "Young Red Dragon" from the Free Basic Rules (2024) 10. In the chat window, scroll up a little and click the button "Apply Config" next to the heading "D&D 2024 by Roll20" 11. Open the Turn Order window and select the red dragon token on the battlefield 12. In the chat window type !group-init ... and then absolutely no response at all from the script. If anyone could please repro these steps and tell me what I missed, I would be very grateful.
I had the same issues, I disabled groupcheck and went to the non experimental sandbox and groupinit works again.  So the issue is with the experimental sandbox. (groupinit is more important to me then groupcheck, but I miss it all the same).   Was for the new Keep on the Borderlands module if it matters.
Joe said: Did you somehow get into Talk To Yourself mode? That could explain no API response.  Also, it sounds like you selected the 2014 sheet when you created the game, and the 2024 configuration from the API setup prompt. I don’t know if that would cause no response, though. I'm not sure what Talk to Yourself mode is, and no, I did not select the 2014 sheet. If you can, take a look at my steps above and see if you can get the same lack of response from the script.
Feyte said: I had the same issues, I disabled groupcheck and went to the non experimental sandbox and groupinit works again.  So the issue is with the experimental sandbox. (groupinit is more important to me then groupcheck, but I miss it all the same).   Was for the new Keep on the Borderlands module if it matters. In my test game, I don't have any other scripts loaded. Strangely, when I switch to the Default API, !group-init works, mostly. It will roll initiative but it doesn't pull the initiative bonus for the selected token. 
1761631177
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
By following your carefully laid out steps, I can confirm that this is not working in a new game, though it does in an existing one. It has been reported.
keithcurtis said: By following your carefully laid out steps, I can confirm that this is not working in a new game, though it does in an existing one. It has been reported. Thank you!
To confirm: this is happening in your established games as well as new games? Matt J said: So whatever problem the problem is, it seems to still exist. These are the exact steps I just did now and am still getting no response from GroupInitiative. 1. Create new game 2. Pick a character sheet: D&D 5E 2024 By Roll20 3. Click "I'm ready create game" button 4. Go to settings menu and choose "Mod (API) Scripts" option 5. On that page, having done nothing, I get this error " Your scripts are currently disabled due to an error that was detected.  " The API Sandbox version is already chosen for me as "Experimental". 6. Use the dropdown "Roll20 Mod Library" to choose "GroupInitiative". Scroll down and click the Save button 7. Back on the Mods screen, click the "Restart API Sandbox" button, resulting ultimately in this line: "##########> Sandbox [EXPERIMENTAL 2025-10-22] : Ready fired after 5.60s, 19 objects." 8. Launch game 9. In the game, use the compendium to add a monster to the battle field, in my case "Young Red Dragon" from the Free Basic Rules (2024) 10. In the chat window, scroll up a little and click the button "Apply Config" next to the heading "D&D 2024 by Roll20" 11. Open the Turn Order window and select the red dragon token on the battlefield 12. In the chat window type !group-init ... and then absolutely no response at all from the script. If anyone could please repro these steps and tell me what I missed, I would be very grateful.
It has also happened in one of my 2024 games where it was working two weeks ago. I can confirm that they booth work when I set the sandbox to default, but fail to fire when in the experimental sandbox.   So now it is multiple games and at least one of my older games has now exhibited the same behavior. Both mods perform fine in my 2014 games, but they are all using the default sandbox.
Spider said: To confirm: this is happening in your established games as well as new games? Matt J said: So whatever problem the problem is, it seems to still exist. These are the exact steps I just did now and am still getting no response from GroupInitiative. 1. Create new game 2. Pick a character sheet: D&D 5E 2024 By Roll20 3. Click "I'm ready create game" button 4. Go to settings menu and choose "Mod (API) Scripts" option 5. On that page, having done nothing, I get this error " Your scripts are currently disabled due to an error that was detected.  " The API Sandbox version is already chosen for me as "Experimental". 6. Use the dropdown "Roll20 Mod Library" to choose "GroupInitiative". Scroll down and click the Save button 7. Back on the Mods screen, click the "Restart API Sandbox" button, resulting ultimately in this line: "##########> Sandbox [EXPERIMENTAL 2025-10-22] : Ready fired after 5.60s, 19 objects." 8. Launch game 9. In the game, use the compendium to add a monster to the battle field, in my case "Young Red Dragon" from the Free Basic Rules (2024) 10. In the chat window, scroll up a little and click the button "Apply Config" next to the heading "D&D 2024 by Roll20" 11. Open the Turn Order window and select the red dragon token on the battlefield 12. In the chat window type !group-init ... and then absolutely no response at all from the script. If anyone could please repro these steps and tell me what I missed, I would be very grateful. To be honest, I don't know... I only just installed this script for the first time a couple days ago, because of a Nick Olivo video. Thought I'd give it a try.
Its been a week since the last post - do we have any update on this issue? -Adam
Adam Caramon said: Its been a week since the last post - do we have any update on this issue? -Adam Nothing new from HelpDesk.  It's "on their radar" with no ETA.
I have a similar problem. GroupInitiative will work with the 2014 sheet but only in the default sandbox. It doesn't work with the 2024 sheet there, as expected. When I switch to the Experimental sandbox, it doesn't seem to work on either sheet. It was not long ago as I have been using it for my NPC's for months. 
1763224095
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Steverhud said: I have a similar problem. GroupInitiative will work with the 2014 sheet but only in the default sandbox. It doesn't work with the 2024 sheet there, as expected. When I switch to the Experimental sandbox, it doesn't seem to work on either sheet. It was not long ago as I have been using it for my NPC's for months.  Hi Steverhud! Does your experience match this pattern? keithcurtis  said: Long-established Dual Sheet game, Jumpgate Default API 2014 - works 2024 - partially works—does not include bonuses Experimental API 2014 - Does not work 2024 - Does not work Long-established 2014 Sheet game, Classic VTT Default API 2014 - works Experimental API 2014 - works
Yes. The first one. Long-established Dual Sheet game, Jumpgate .  keithcurtis said: Steverhud said: I have a similar problem. GroupInitiative will work with the 2014 sheet but only in the default sandbox. It doesn't work with the 2024 sheet there, as expected. When I switch to the Experimental sandbox, it doesn't seem to work on either sheet. It was not long ago as I have been using it for my NPC's for months.  Hi Steverhud! Does your experience match this pattern? keithcurtis  said: Long-established Dual Sheet game, Jumpgate Default API 2014 - works 2024 - partially works—does not include bonuses Experimental API 2014 - Does not work 2024 - Does not work Long-established 2014 Sheet game, Classic VTT Default API 2014 - works Experimental API 2014 - works
Been a month now...
I decided to do some digging on this and noticed that one of the main issues (and it explains why it doesn't work on 2014 sheet in experimental but does in default) is that the call to `sendChat` the API script is making seems to break silently. Anyways documented some of findings here&nbsp; <a href="https://app.roll20.net/forum/post/12589578/sendchat-with-experimental-sandbox-and-dice-rolls" rel="nofollow">https://app.roll20.net/forum/post/12589578/sendchat-with-experimental-sandbox-and-dice-rolls</a> Hopefully it helps speed up a fix from Roll20
1763898989
Axel
Pro
Sheet Author
I also have this issue and it's making my D&amp;D game a bit slower to manage. Hope Roll20 can fix the issue.
1763991303
timmaugh
Forum Champion
API Scripter
A Potential Workaround I was asked to share a workaround that can help fill the gap while we wait for GroupInitiative to get patched: You can get a bunch of tokens into the Turn Tracker (or update their entry that is already in the Turn Tracker) with *individualized* roll results by using the Metascript Toolbox (available in the 1-click). The following command uses a d20 that will be randomized for each token individually as well as a "modifier" that will be shared by all tokens. In other words, the roll will be individual but the modifier will be the same, so when you choose tokens to enter/update in the Turn Tracker make sure you choose tokens that should all be represented by the same modifier. With the tokens selected, run this command: !forselected(^) /w GM @^(selected.token_name) [^\[^\1d20 +?{modifier} {^&amp;tracker} \^]\^] {^&amp;simple} This will whisper the results to the GM: And it will apply these same numbers to the Turn Tracker for these tokens: Extended: Select Tokens Automatically You can use another feature of the Toolbox to select tokens automatically based on their name, the presence (or value) of a status marker, a bar value, a tag on the character sheet, or something in the gmnotes of the token, among other features... and/or a combination of these. This would mean that you don't have to physically select the tokens on the VTT prior to running the above command.&nbsp; You could, instead, simply run the command and have the Toolbox find and select the tokens for you. For instance, maybe you've set up your encounter to have a group of Night Clan tokens ambush the party. You've named these tokens Night Clan 1, Night Clan 2, etc. That means you select any of the Night Clan tokens on the page by their name: {&amp;select Night Clan*} ...or, if you used bar1 for hp/health and you wanted to only select those tokens who were still on their feet: {&amp;select Night Clan*, +bar1&gt;0} Adding this to the above command would look like this: !forselected(^) /w GM @^(selected.token_name) [^\\[^\\1d20 +?{modifier} {^&amp;tracker} \\^]\\^] {^&amp;simple}&nbsp; {&amp;select Night Clan*, +bar1&gt;0} ...and would create/update an entry in the Turn Tracker for every token whose name began "Night Clan" and who had a bar1 value over 0. (Note, for the meta-curious, that the introduction of the {&amp;select} tag means the metascript loop will do work on the original message, causing another trip through the loop, and for this reason we need another backslash -- ie, another deferral -- on the inline roll to make sure it resolves at the correct point.) The full set of criteria you can use in a {&amp;select} tag is discussed in this post , with the character tag syntax being added in this post . To really make this command flexible, you could include multiple groups in a query that allowed you to choose between them at the point where you need to add/update them in the Turn Tracker: {&amp;select ?{Which group|Night Clan|Baking Club|Town Rotary|Omphaloskepsis Brigade}*, +bar1&gt;0} Note that the above examples use the name of the token as one component of the selection. You could instead use something like an entry in the gmnotes of the token to derive your selections: {&amp;select *, +gmnotes ~ " ?{Which group|Night Clan|Baking Club|Town Rotary|Omphaloskepsis Brigade}", +bar1&gt;0} Extended 2: Use Assemble Script to Build Groups If you use the Assemble script to build your groups, you can refer to the group attribute in a {&amp;select} tag like so: {&amp;select @{Actual Cannibal|Baking Club} } That would use Roll20 syntax to return the "Baking Club" attribute from the character "Actual Cannibal," where you would have instructed the Assemble script to store the tokens that were a part of this foul and loathsome crew. Again, you could use a query to choose between groups, but since your groups probably contain lists delimited by commas, I would suggest using Fetch constructions to return them so that the commas do not break the query syntax: {&amp;select @(Actual Cannibal. ?{Which group|Night Clan|Baking Club|Town Rotary|Omphaloskepsis Brigade}) } As mentioned in the thread for Assemble, this requires a non-Beacon sheet (the 2024 D&amp;D sheet is Beacon, the 2014 D&amp;D sheet is not). If you are running a 2024-sheet game, you will have to enable the 2014 sheet in your game (running both sheets) to make use of Assemble in this way.
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Another temporary fix while using the Experimental Sandbox... don't rely on /roll or inline rolls at all. <a href="https://gist.github.com/aikepah/897192aab01f7528da9105f4bd0c17c4" rel="nofollow">https://gist.github.com/aikepah/897192aab01f7528da9105f4bd0c17c4</a> This works well enough for me right now, I'm excited to delete it as soon as Roll20 fixes their underlying issue though. Basically just checking to see if we're in the experimental sandbox, and if so do a bunch of super unnecessary and overly complex roll parsing things and use randomInteger to "roll" a dice for us and add any/all modifiers. Only tested on the official 5e 2024 and 2014 sheets though so your mileage may vary. First image shows specific roll for Kobold Warrior (5e2024 sheet) and second image is roll for Goblin (5e2014 by roll20 sheet)
So, we have a problem that has existed for over a month that is impacting many users that hasn't been addressed by the Roll20 staff yet.&nbsp; Who is in charge of customer support at Roll20 and how in the world do they find this acceptable? -Adam
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I'm pretty sure that the only guaranteed way to register a complaint is by opening a new help ticket, here: <a href="https://help.roll20.net/hc/en-us/requests/new" rel="nofollow">https://help.roll20.net/hc/en-us/requests/new</a> When I use that form, our conversation typically goes as follows: I use the form to report a problem. They respond with instructions for applying troubleshooting procedures and request that I verify (through screen shots and videos) that their troubleshooting steps did not solve the problem. I complete their troubleshooting procedures, document their ineffectiveness (through screen shots and videos), and send the proof to them. They verify that the problem I originally reported is indeed a problem and that they are "escalating" my report. Meanwhile, I am accumulating ever more oh-so-sweet "playtime" hours on their servers to boost their engagement metrics. Everyone wins.
Howdy folks, Sorry that it has taken so long for us to respond to this thread. This was a particularly nasty bug to diagnose and resolve, but we absolutely should have responded in this thread sooner to acknowledge that there was a problem and that we were working to resolve it.&nbsp; However, good news; we have a fix in the work going through some quality assurance testing and we'll be releasing it as soon as we have the green light to do so. Thank you all for your detailed information in this thread, it was vital in us identifying the underlying issue and ultimately affecting a solution.
Nic B. said: Howdy folks, Sorry that it has taken so long for us to respond to this thread. This was a particularly nasty bug to diagnose and resolve, but we absolutely should have responded in this thread sooner to acknowledge that there was a problem and that we were working to resolve it.&nbsp; However, good news; we have a fix in the work going through some quality assurance testing and we'll be releasing it as soon as we have the green light to do so. Thank you all for your detailed information in this thread, it was vital in us identifying the underlying issue and ultimately affecting a solution. Thanks Nic.&nbsp; I think most users are willing to give you guys the benefit of the doubt when you at least clue us in to what's going on when there is something hampering our use of Roll20. Looking forward to this being fixed. -Adam
1765126238
Axel
Pro
Sheet Author
Sounds good, looking forward to seeing this fix go live. :)
Nic B. said: Howdy folks, Sorry that it has taken so long for us to respond to this thread. This was a particularly nasty bug to diagnose and resolve, but we absolutely should have responded in this thread sooner to acknowledge that there was a problem and that we were working to resolve it.&nbsp; However, good news; we have a fix in the work going through some quality assurance testing and we'll be releasing it as soon as we have the green light to do so. Thank you all for your detailed information in this thread, it was vital in us identifying the underlying issue and ultimately affecting a solution. It's been two weeks since the last update.&nbsp; Should we interpret "soon" as within the next month, by the end of the 1st quarter of 2026, sometime next year?&nbsp; Is it unreasonable to expect an update at least every couple of weeks even if the update is "still working on it"? -Adam
Apologies for the delay, the fix hasn't passed QA and is still in the works. I can't give any estimate at the moment, so I'd set expectations for early January, but I'm working with the team to get a more accurate update asap. Apologies for the delay. Mod Scripts are a major roadmap focus in early 2026 on the D&amp;D sheets, and we're committed to making sure you have as much support on that as possible.&nbsp;
Dean said: Apologies for the delay, the fix hasn't passed QA and is still in the works. I can't give any estimate at the moment, so I'd set expectations for early January, but I'm working with the team to get a more accurate update asap. Apologies for the delay. Mod Scripts are a major roadmap focus in early 2026 on the D&amp;D sheets, and we're committed to making sure you have as much support on that as possible.&nbsp; Thanks for the update Dean - it is appreciated. -Adam
Hey all. I was curious doing my once a few times weekly testing of sendChat rolls... and they were working! So decided to test group initiative with 2024 sheets and experimental sandbox and it works! So not sure what changed between Dean's last message and now... maybe an engineer snuck the fix out?
Based on the previous post, I tried it too, and...YES it seems to be working for me as well.
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Edited 1766222318
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Confirmed , I am reading proper bonuses, now. . Make sure your sandbox is set for "Experimental". Thanks Nic!