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[Script] Combat Assistant: Animated Combat, Automated Attacks & Spells, AoE, Concentration Track, Damage & Healing | D&D 2014/2024

1785911519

Edited 1788766260
AmadeusVF
Pro
API Scripter
In the heat of battle... The chamber trembles as Blair the Witch raises her staff. She casts Fireball. Fireball deals 18 fire damage to Eight enemies inside the explosion area. The DM now needs to make eight Dexterity saving throws. Okay. Enemy one succeeds. Enemy two fails. Enemy three… succeeds. Let me move that token so I remember which one it was. Four succeeded and four failed. Two of them have resistance to fire damage. I need to check which two. This resistant enemy succeeded, so that is half damage from the saving throw and then half again from resistance. Eighteen divided by two is nine. Nine divided by two is four, rounded down. I subtract four Hit Points. The other resistant enemy failed, so it takes half damage from resistance. Eighteen divided by two is nine. I subtract nine Hit Points. Three non-resistant enemies failed, so they each take eighteen damage. The other three succeeded, so they each take nine damage. Now I need to open or update six more tokens. Three minutes later... Blair is sitting on a nearby rock, quietly removing splinters from her staff while the DM finishes calculating the consequences of the most dramatic moment of her turn. Introducing Combat Assistant Combat Assistant is a standalone spin-off of T&amp;T – Trinkets &amp; Trackers, designed to make Roll20 combat faster, more visual, and easier to manage for both players and Dungeon Masters. Players can launch attacks, cast spells, apply healing, and control area effects directly from the chat. Combat Assistant handles the calculations, resistances, vulnerabilities, immunities, saving throws, damage interactions, concentration tracking for spells with active area, visual effects, and token updates behind the scenes, while keeping the action moving. How it Works When an attack, spell, healing effect, or damaging ability is rolled, Combat Assistant reads the result directly from the Roll20 chat and generates an interactive action card. Depending on the roll, the card can detect: Attack rolls. Damage and healing formulas. Damage types. Saving throw abilities and DCs. Spell ranges and areas of effect. Concentration requirements. Select the affected tokens and activate the action. Combat Assistant can then: Check whether each attack hits or misses by comparing the Attack Roll against target(s) AC. Roll the required saving throw for every target. Process each creature’s result individually. Detect resistances, vulnerabilities, and immunities. Calculate full, half, doubled, or negated damage. Apply damage, healing, or Temporary Hit Points directly. Track concentration and affected creatures. Generate a detailed combat log explaining each result. Within seconds, every target is processed and the battle continues without opening multiple character sheets or calculating each result manually. What would normally require checking AC, opening character sheets, reviewing defenses, calculating damage, and updating tokens can now be resolved with a single button. About the adventure of Blair the witch and her powerful Fireball... The Combat Assistant Menu Type "!ca menu" in the chat to open the main Combat Assistant menu. From here, you can quickly perform common combat actions to every token selected in the map. The menu includes four main options: DMG: Apply damage to the selected target(s) directly or against the target(s)'s AC or after a Saving Throw Roll. Heal: Restore Hit Points to the selected target(s). Save: Roll a R20 native saving throw for every selected target. Init: Roll R20 native initiative for every selected token and add the results to the Turn Order. Conc: Open a list with all tokens that holds concentration on an AoE spell. Every option works with both single and multiple tokens selected. Select one creature to resolve an individual action or select an entire group to handle them all at once. Combat Assistant processes each token separately, using that creature’s own statistics and defenses whenever applicable.&nbsp; The Combat Assistant Settings Type "!ca config" or press the Gear in the menu Chat Tracking: &nbsp;&nbsp;&nbsp;&nbsp;disable the combat menu when an attack is rolled. 2024 Combat Assistant Rolls Initiative: &nbsp;&nbsp;&nbsp;&nbsp;Use a custom render card to roll initiative for 2024 sheet by reading the sheet modifiers. (this function check if the character has advantage/disadvantage on initiative or any other modifier before roll) 2014 Combat Assistant Rolls: &nbsp;&nbsp;&nbsp;&nbsp; Use a custom render card to roll saving throws and initiative for 2014 sheet by reading the sheet modifiers. (This function ask if the roll is normal/advantage/disadvantage) HP, AC, Temp HP Bar: &nbsp;&nbsp;&nbsp;&nbsp;Select which token bar contains each attribute. This is necessary for NPC tokens because, if no HP or Temporary HP link is found, the script uses these bar settings to update those values. Damage Round Up: &nbsp;&nbsp;&nbsp;&nbsp;Choose whether damage is rounded up or down when halved by resistance or a successful saving throw. Read Sheet Resistances: &nbsp;&nbsp;&nbsp;&nbsp;Allow the script to detect resistances, vulnerabilities, and immunities on the character sheet and apply them automatically when calculating damage. Reveal Damage Source: &nbsp;&nbsp;&nbsp;&nbsp;This shows the source of the damage in the narrative (Ex. From Blair the witch's Fireball ). Reveal Token names in log: &nbsp;&nbsp;&nbsp;&nbsp;This hides token names in the narrative and uses “ Target ” and “ Attacker ” instead. [Reveal Tokens names (OFF)]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; [Reveal Damage Source (OFF)] Player Manual Roll: &nbsp;&nbsp;&nbsp;&nbsp;When a player-controlled token must make a saving throw, a button appears for the player to roll it. Animated and Automated Combat for Players. Player Attack Button:&nbsp; &nbsp; When a player rolls an attack, a single use button will appear for the player to select a target and do the attack against the target AC to deal damage. (Player's View) Player Healing Button:&nbsp; &nbsp; When a player uses a healing spell, a single use button will appear for the player to select a target automatically heal the target. Target Range Check:&nbsp; &nbsp; Player Attack and Healing buttons automatically verify the distance between the source and target before executing the action. No more out-of-range attacks or accidental healing. Player Token Area Mark:&nbsp; &nbsp; Casting an area spell creates a movable template of the correct size. Place it on the map and press Roll to automatically resolve saving throws and damage for every creature inside. Radius Cone, Support 15, 30, 45 and 60ft Cube Area Keep Marker Until Rolls Finish: The Area marker disappears after roll every affected token within the area when this is ON, otherwise, it disappears after you press "Roll" (except for Concentration spells). Marker Free Movement: You can freely move the area, or it snaps on Roll20's grids. Square Marker Roll20 URL: Use a Roll20 image URL to assign a custom square marker for AoE spells. The URL must begin with ( <a href="https://files.d20.io/images/" rel="nofollow">https://files.d20.io/images/</a> ...) otherwise, it will not work. Radius Marker Roll20 URL: Use a Roll20 image URL to assign a custom radius marker for AoE spells. The URL must begin with ( <a href="https://files.d20.io/images/" rel="nofollow">https://files.d20.io/images/</a> ... ) otherwise, it will not work. Marker Opacity: define marker opacity when spawns. Combat Visual Effects: Display visual effects for attacks, damage, healing, and spells. Projectile Effect Name: Assign the name of the R20 effect's name to use when a range attack is used. (as missile and rocket can't be used by scripts on roll20 for a while, you can use a custom effect with this configuration) { &nbsp;&nbsp;&nbsp;&nbsp;"additionalEmissionRatePerPixel": 0.35, &nbsp;&nbsp;&nbsp;&nbsp;"additionalSpeedPerPixel": 0.1, &nbsp;&nbsp;&nbsp;&nbsp;"alignParticles": true, &nbsp;&nbsp;&nbsp;&nbsp;"angle": -1, &nbsp;&nbsp;&nbsp;&nbsp;"angleRandom": -0.0, &nbsp;&nbsp;&nbsp;&nbsp;"duration": 12, &nbsp;&nbsp;&nbsp;&nbsp;"emissionRate": 128, &nbsp;&nbsp;&nbsp;&nbsp;"emitRateGradients": [{"factor":1, "gradient":0}, {"factor":0.2, "gradient":0.25}, {"factor":0, "gradient":1}], &nbsp;&nbsp;&nbsp;&nbsp;"emitterSize": 4, &nbsp;&nbsp;&nbsp;&nbsp;"lifeSpan": 11, &nbsp;&nbsp;&nbsp;&nbsp;"lifeSpanRandom": 0, &nbsp;&nbsp;&nbsp;&nbsp;"maxParticles": 1000, &nbsp;&nbsp;&nbsp;&nbsp;"rulerType": "line", &nbsp;&nbsp;&nbsp;&nbsp;"size": 40, &nbsp;&nbsp;&nbsp;&nbsp;"sizeRandom": 20, &nbsp;&nbsp;&nbsp;&nbsp;"speed": 0, &nbsp;&nbsp;&nbsp;&nbsp;"speedRandom": 0 } Name it ProjectileFX , as this is the default name used by the script. You can choose a different name, but you must update it in the settings. Direct Hit Effect Name: Assign the name of the R20 effect's name to use when a target receives damage from a direct impact. Area Hit Effect Name: Assign the name of the R20 effect's name to use when a target receives damage from a AoE impact. Special Features Group healing Healing do not exceed token's max HP Group Damage Spells for NPCs. For a Player-Controlled token, is easier for the script to locate the token in the map and use it as reference to spawn the marker or send a ranged attack because it will be just 1 token of that character in the map, but when an NPC, that shares the same character sheet, cast a spell it is much more complicated as they have the same name and the same sheet, so, the DM can use the button "Source" for spells or "AtkFX" for melee or ranged attacks to select which NPC cast the spell. Concentration on AoE When you cast a spell that has concentration on its description, after roll the damage, it will trigger a concentration information on that token, that token, then can use "!ca conc", to reroll the new damage and re use the "Roll" button again. Same for NPCs When a Token that holds concentration receives damage using Combat Assistant attacks a button will appear to players to roll a constitution ST to hold concentration on the spells, otherwise it will be lost. 2014 Sheet Compatibility When rolling group Saving Throws or Initiative for tokens using the 2014-character sheet, Combat Assistant will display an additional button. Select the 2014-sheet tokens and press that button to request all their rolls at once. Due to limitations with triggering the 2014 sheet’s native rolls directly through the API, the most reliable solution, was to place the required chat command inside a button. It adds one extra click but still avoids rolling for every token individually. For group Saving Throws and Initiative involving both 2014 and 2024 sheets: 2024-sheet tokens roll automatically. For 2014-sheet tokens, it will list all selected 2014 tokens. Press Roll to resolve it. Important!!! To use AoE markers and concentration effects with 2014 spell rolls, you must enable spell descriptions. Otherwise, the script will not be able to read the required information and perform these actions. Above the description text mark the dropdown menu as "Yes" to cast the spell with the description. Also, add the word “Concentration” at the end of the spell’s description if it requires concentration. This allows the script to detect it and apply the concentration effect to the token. Turn Tracker Turn Tracker: Whenever combat starts, CA keeps track of the current turn and generates a dedicated Turn Card for the active token. Turn Auto Focus : Automatically pings and moves everyone's view to the token whose turn has just started. you can manual focus using "!ca turnfocus" or click on the token in the turn render. Round Counter : &nbsp; Tracks combat rounds and shows the GM a Round Counter card containing the tokens currently participating in combat, defeated and new tokens. Public Round Counter : Also displays the Round Counter publicly for the players instead of keeping it GM-only. Requires Round Counter to be enabled. Remove NPC Dead Tokens : Automatically removes dead NPCs when they reach 0 HP. When disabled, the GM receives a manual Remove control instead. Turn Marker : &nbsp;&nbsp; Places a visual marker around the token whose turn is currently active. Turn Marker Token Public : &nbsp;&nbsp; Controls whether the Turn Marker is visible to everyone on the map or remains on the GM layer. Turn Marker Token Image : &nbsp;&nbsp; Sets the Roll20 image or animated asset used for the Turn Marker. <a href="https://files.d20.io/images/495303393/qMtHmpwPrel_ZkmRDvVPHA/med.webm?1785019963" rel="nofollow">https://files.d20.io/images/495303393/qMtHmpwPrel_ZkmRDvVPHA/med.webm?1785019963</a> &nbsp; (Token Image url from the GIF above). Turn Marker Token Size % : &nbsp;&nbsp; Controls how much larger the Turn Marker is compared with the active token. For example, 20 makes the marker 20% larger than the token in turn. Turn Marker Follow : &nbsp;&nbsp; Keeps the Turn Marker centered on the active token and automatically updates its size when the token moves or is resized. Conc. Turn Tracker : &nbsp;&nbsp; Connects concentration duration to the Turn Tracker. Turn Movement Tracker : &nbsp;&nbsp; Tracks how much movement the active token spends during its turn. Warns the player and GM when the token exceeds its available speed, while Dash increases the movement allowance automatically. Turn Token Action : &nbsp;&nbsp; Adds quick action controls to the Turn Card, including Dash, Disengage, Dodge, Combat, and Spells. At the end of their turn, the player can simply press Next. or use the Comand "!ca turnnext" in their turn. Combat Assistant advances Roll20's Turn Order, updates the active token, refreshes the Turn Card and continues tracking the round automatically. Players can advance only the turn they control, while the GM keeps full control of the tracker. The GM can also remove a turn or stop combat entirely when needed. Quick Combat and Resources Players can use commands like " !ca combat ", " !ca spells " and " !ca resources " to see their tokens combat list, spells lists and resources. for a fast combat, Combat Assistant can help listing all of that during the token turn. Show Player Resources:&nbsp; Shows the active player-controlled token's limited resources and spell slots directly on its Turn Card. Player Public Usage:&nbsp; Controls where player resource updates are displayed. When enabled, using or recovering a resource sends the Resource Update card to public chat; when disabled, the update remains private. Using the buttons Disengage or Dodge ar for narratives purpose, but Combat and Spells have an interactive menu. This script will be soon available on one click install, meanwhile, you can have it from HERE . You can also follow me for free on Patreon to stay up to date with future scripts and updates.
1785912832

Edited 1788782152
AmadeusVF
Pro
API Scripter
I hope you all have as much fun with this as I did. Honestly, coding it, testing the automated attacks, and taking down a few Hobgoblins was incredibly fun to me!&nbsp; (Not a single hobgoblin died during the test. They were all healed afterward, and their memories were erased with a rollback so they wouldn’t develop PTSD.) PS: Let me know if you notice anything I missed so I can fix it.
Amadeus, Have started playing about with us and really enjoying it. To let you know the hp after taking damage now sticks on a reload on exiting and re entering the game which is great news. The lighter red damage text in the log messages is much easier to read. Will all the functions be part of Trinkets and Trackers when updated or will both scripts be required ?
1785975798
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, Have started playing about with us and really enjoying it. :D To let you know the hp after taking damage now sticks on a reload on exiting and re entering the game which is great news. Yes, this time instead of expecting beacon to update the token, I just change both, the character sheet HP and the Token to avoid problems with synchronization. The lighter red damage text in the log messages is much easier to read. Your feedback makes it possible :) Will all the functions be part of Trinkets and Trackers when updated or will both scripts be required ? Yes, all this is included in the new version of T&amp;T
1786182722

Edited 1786182942
Cron
Pro
Wow, very nice work. This replaces 3 or 4 different mods I am using. I am going to try&nbsp;Trinkets and Trackers now. If&nbsp;Combat Assistant is just a taste of that it can do, I am going to be a very happy DM. Bravo! The only idk complaint/suggestion is on the Dmg button you use the word Challenge in the prompt for the DC. I was at a loss what Challenge meant, I thought you were asking the CR of the monster. It took me 2-3 using of damage button to figure it out. It is probably compatibility for multiple games. Just to make it idiot proof I would make it say Challenge/DC. Oh does this have any conflict with&nbsp;Aura/Tint HealthColor?
1786252794
AmadeusVF
Pro
API Scripter
Cron said: Wow, very nice work. This replaces 3 or 4 different mods I am using. I am going to try&nbsp;Trinkets and Trackers now. If&nbsp;Combat Assistant is just a taste of that it can do, I am going to be a very happy DM. Bravo! Thank you for your interest in this! Well, Yes, Combat Assistant is part of the T&amp;T v1.3.8 codebase, but it is not included in the version currently published on Roll20, T&amp;T v1.3.5. So, for now, you should use Combat Assistant alongside T&amp;T v1.3.5 if you want access to everything. T&amp;T also includes an inventory and shop system that you may really like. You can transfer items directly between character sheets, and when a player buys an item from a shop, it is automatically added to their character sheet. In a few weeks I'll do the v1.3.8 release, it will include the full Combat Assistant system, along with a Turn Manager, automatic condition application (Prone, Charmed, Restrained, etc.), Players can select to apply spells effects such as Bless, Guidance, Shield, etc. and a Concentration Tracker with turn counters and automatic removal of effects and conditions from affected tokens when concentration ends. The only idk complaint/suggestion is on the Dmg button you use the word Challenge in the prompt for the DC. I was at a loss what Challenge meant, I thought you were asking the CR of the monster. It took me 2-3 using of damage button to figure it out. It is probably compatibility for multiple games. Just to make it idiot proof I would make it say Challenge/DC. Yeah, that makes sense 😅 Thanks for pointing it out. I used “Challenge” because that same value can mean two different things depending on the Save option. If Save is set to None, it is the Attack Roll used against the target’s AC. If you select an ability save, then it becomes the Save DC. But I can definitely see how “Challenge” can be confusing, especially since it can sound like Challenge Rating. I think I’ll change it to “Attack Roll / Save DC” so it is much clearer what that value is used for. Oh does this have any conflict with Aura/Tint HealthColor? They actually should work pretty well together. Combat Assistant doesn't modify the token's aura or tint, and HealthColors is designed to detect HP changes made by other API scripts, so its health colors should update normally when Combat Assistant applies damage or healing.
Impressed with it so far, very ez to use and as I said replaces other mods I was using. Also, replaces several macros I was using for the mods so that makes things easier too as you have shrank my macro toolbar. I have a question for the Turn Manager your implementing. Is it going to incorporate a feature where players can end their own turn like in the API TurnMarker1? That feature alone saves more time during games then I can count and is not something I would be willing to give up even for additional extra features. If it is going to have that feature and you add an option to change from default status token markers in the future your mod would be a powerhouse game changer for every dm I know as I have already told 4 of them about your Combat Assistant and T&amp;T. Just waiting to get the hang of it myself before I give links to others so I can help them with it if they need any. Your work is greatly appreciated.&nbsp;
1786389100
AmadeusVF
Pro
API Scripter
Cron said: Impressed with it so far, very ez to use and as I said replaces other mods I was using. Also, replaces several macros I was using for the mods so that makes things easier too as you have shrank my macro toolbar. I have a question for the Turn Manager your implementing. Is it going to incorporate a feature where players can end their own turn like in the API TurnMarker1? That feature alone saves more time during games then I can count and is not something I would be willing to give up even for additional extra features. If it is going to have that feature and you add an option to change from default status token markers in the future your mod would be a powerhouse game changer for every dm I know as I have already told 4 of them about your Combat Assistant and T&amp;T. Just waiting to get the hang of it myself before I give links to others so I can help them with it if they need any. Your work is greatly appreciated.&nbsp; Yes, players can end their turn, and you will be able to modify many things, like remove dead npc tokens, and more. And about the token markers: yes, I will include a section where you can choose which markers you want to use. I like to make everything as customizable as possible.
Ah man can't wait! New tools like this, that make the game flow so much better, get me excited to DM. The FX and super ease of use just icing on the cake, but I love how you have damage types do the correct fx.
I have the player manual roll on, but the button is not coming up on the player's side, just my side. How do I make it show on their side so they can roll their own attacks and pick their own targets?
1787887196
AmadeusVF
Pro
API Scripter
drew s. said: I have the player manual roll on, but the button is not coming up on the player's side, just my side. How do I make it show on their side so they can roll their own attacks and pick their own targets? Player Manual Roll is for player to be able to roll when they have to pass a Saving Throw, for Attacks and Healing you should enable Player Attack Button y Player Healing button , if they are enable and they cannot see the buttons could be because the chat monitor has a time waiting for the damage to be roll after the attack roll, when expired, the query is cleared (to avoid fill the state with many unattended queries). if they still cannot see the buttons PM me and if possible, invite me to the game as player to see what's going on.
1788399825
AmadeusVF
Pro
API Scripter
Combat Assistant 1.1.1 Changelog Removed Experimental Sandbox compatibility check and warning. Initiative rolls now update the Turn Order sorted from highest to lowest. Code&nbsp; HERE.
1788528366

Edited 1788528384
AmadeusVF
Pro
API Scripter
Combat Assistant v1.2.1 This update has grown quite a bit beyond the original Combat Assistant, so here is a summary of the main additions and improvements. Turn Tracker Combat Assistant can now manage the active combat turn directly from the chat. Current turn card for the GM and token controllers. Next button for advancing the turn. Optional automatic token focus. Optional turn marker that follows the active token. Player-controlled characters can advance their own turn. Dead NPCs can optionally be removed automatically. New combatants can be added in the middle of combat without resetting or stealing the current turn. Round progression remains stable even when new initiatives are inserted. Round Counter The Round Counter now provides a compact overview of the entire combat. It displays: Number of tokens currently in combat. Current Round. Token portraits in initiative order. Current turn highlight. Newly added combatants highlighted when they enter the tracker. Defeated tokens visually marked. Stop Combat button. Concentration Tracking Concentration has been significantly expanded. When a concentration spell is detected, Combat Assistant stores the spell information directly on the caster token and keeps track of: Spell name. Caster token. Associated action. Remaining duration when available. For example: Duration: 10 turns left With Conc. Turn Tracker enabled, the remaining duration decreases automatically when the caster reaches their turn. A 1-minute concentration spell becomes: 10 → 9 → 8 → ... → 0 When it reaches zero, Combat Assistant automatically ends the concentration and reports that the spell has naturally reached the end of its duration. The current Turn Card also displays the remaining concentration duration directly: ⏳ 9 T. The same button can be used to reroll the concentration spell damage when needed. Resources A Resource Manager is now integrated directly into Combat Assistant. Supported resources include both 2014 and 2024 character sheets . The Resource card displays values such as: Rage 2 / 3 Arcane Recovery 1 / 1 Spell Slots Lv3 1 / 2 Resources can be adjusted directly from the card using compact + and - controls. 2024 resources are handled through the character store , including verification after writing so Combat Assistant does not silently overwrite newer sheet data. Spell Slots are also supported. Resources in Turn Cards There is now a dedicated Resources section in Settings. Available options: Show Player Resources:&nbsp; Displays a player character's resources directly on their Turn Card. Show NPC Resources:&nbsp; Displays NPC resources on the GM version of the Turn Card. Player Public Usage:&nbsp; When enabled, resource usage or recovery performed by a player is announced publicly. For example: When disabled, resource updates remain private as before. 2014 / 2024 Sheet Support Several systems now detect and handle the two Roll20 D&amp;D sheet generations independently. This includes: Resources. Spell Slots. Speed. For movement speed: 2014 sheets Combat Assistant checks both speed and npc_speed and uses the highest valid value. 2024 sheets The calculated Beacon sheet speed is read instead of attempting to reconstruct movement manually from individual modifiers. Combat End Using the Stop Combat control now finishes the tracker cleanly and produces a final: Combat Ended card showing the state of the combat before clearing the tracker. Code HERE.
Three things. 1. Thank you! I get to play with this in my game tonight. Players will love being able to end own turns again. 2. Can we get the neat black gif you used for token surround on turn? One that you showed here . 3. So to make a macro button for players it has to be "!ca turn next @{selected|token_id}"? I saw in the help that it has to have token id on end. I can't think how to get id other then selected, so I will have to move end of turn button off macro bar and put on token actions. Not a big deal, you have chat button as well to advance. So I guess they will just have to get used to it. Thank you again!
1788567550

Edited 1788570765
AmadeusVF
Pro
API Scripter
Cron said: 2. Can we get the neat black gif you used for token surround on turn? One that you showed here . <a href="https://files.d20.io/images/495303393/qMtHmpwPrel_ZkmRDvVPHA/med.webm?1785019963" rel="nofollow">https://files.d20.io/images/495303393/qMtHmpwPrel_ZkmRDvVPHA/med.webm?1785019963</a> To change it, open !ca settings&nbsp; So to make a macro button for players it has to be "!ca turn next @{selected|token_id}"? I saw in the help that it has to have token id on end. I can't think how to get id other then selected, so I will have to move end of turn button off macro bar and put on token actions. Not a big deal, you have chat button as well to advance. So I guess they will just have to get used to it. Well as I do everything with buttons then I didnt think about the macros, let me change that, I'll be back in a few hours with a new version :D
1788764681

Edited 1788781795
AmadeusVF
Pro
API Scripter
Changelog V1.2.8 - Combat Assistant Code Update TurnFocus &nbsp;and TurnNext to work on current turn for macros purposes, GM can always use them, Players only on their turn. Added Movement Tracking . Added Dash Action to increase available movement. Added full Combat &nbsp;menu " !ca combat ". Added full&nbsp; Spells menu " !ca spells ". Added dedicated Pact Magic support. Added !ca turn&nbsp; to resend the turn card render for both, GM and Players on their turn . Multi Token Healing Menu improvement. Resource counters gained clear state colors: Green = full Yellow = partially used Red = empty Added a Default button to Settings for restoring Combat Assistant 's default configuration. Completely reorganized !ca help into clear sections . Replaced the older Challenge terminology with the standard DC label in Damage/Edit prompts. Support GIF tokens on every Combat Assistant render. At this point Combat Assistant includes a complete Turn Tracker companion, Combat and Spells launchers for both 2014 and 2024 sheets, movement tracking, resources, native attacks and spell actions, save-based actions, Pact Magic support, concentration-aware spell presentation, improved healing/damage workflows, and a much more complete in-chat Help system.
Amadeus, Very much looking forward to the update. The link takes you to personal gift hub sign in page rather than providing the code &nbsp;
1788781823
AmadeusVF
Pro
API Scripter
FFR said: Amadeus, Very much looking forward to the update. The link takes you to personal gift hub sign in page rather than providing the code &nbsp; Fixed, Thank you.
Is there a way or could you make a toggle on/off maybe for screen follow on turns to be on for dm but not players. I love it but players hate being jerked away from their tokens as they plan what to do next turn. Really distressing when party is scattered or large map. I can understand that so have had to turn it off. Sorry, I hate asking so much of you but I sadly only know enough about coding to make macros, tweak things, and really mess things up. lol
1789316584
AmadeusVF
Pro
API Scripter
Cron said: Is there a way or could you make a toggle on/off maybe for screen follow on turns to be on for dm but not players. I love it but players hate being jerked away from their tokens as they plan what to do next turn. Really distressing when party is scattered or large map. I can understand that so have had to turn it off. That's something funny, because I came to upload the new release and that's one of the thing it includes Sorry, I hate asking so much of you but I sadly only know enough about coding to make macros, tweak things, and really mess things up. lol I Love Coding, so, just ask what you need, if is possible I will try to do it :D
1789317445

Edited 1789318973
AmadeusVF
Pro
API Scripter
Changelog V1.2.9 - Combat Assistant Code Included DEX tiebreaker read for turn order. Updated the Spell List to show whether a spell is Prepared , Always Prepared , or Unprepared . New setting to show only prepared spells in the Spell List. (Only available for 2024 sheets). Fixed the Attack Roll Bonus display when an item modifies STR or DEX . The updated bonus was not being reflected in the Combat List . This was only a visual issue; rolls were always calculated correctly because they are performed directly from the character sheet. Fixed the Spell Roll Bonus display when an item modifies INT , WIS , or CHA . The updated bonus was not being reflected in the Spell List . This was only a visual issue; rolls were always calculated correctly because they are performed directly from the character sheet. New setting &nbsp; for Turn Focus to choose whether the screen moves for everyone or only for the GM and the player who controls the token in turn. New Setting &nbsp; to use R oll20 damage Type icons instead of the HTML icons . New Setting to apply damage color to&nbsp; Roll20 damage Type icons . New Setting Public presentation card with the help button to guide players as well. New Render &nbsp;players can now use !ca help to see all the available commands for them. The next update will include the final feature from the Combat assistant in T&amp;T 1.3.8 the Roll card .&nbsp; It will allow you to roll all saving throws , checks , and attacks from a single card, making combat faster and reducing chat clutter.
*Does happy dance in chair as updates games.* Thank you! Only other thing, I do not remember if this is a setting for CA or T&amp;T, but on Initialize a toggle for on/off to show/hide the bars to other players for fellow player and monsters (npc) health/temp would be great. I as dm, I can't get away from bars, but for my players I find bars on everything very intrusive. So I use Health Aura API. Circle around token shows health by color. What I see. What they see. Of course I also play with 4 other DM's so I hide names as well because they know too much about monsters if they see names lol.
1789344385
AmadeusVF
Pro
API Scripter
Cron said: *Does happy dance in chair as updates games.* Thank you! Only other thing, I do not remember if this is a setting for CA or T&amp;T, but on Initialize a toggle for on/off to show/hide the bars to other players for fellow player and monsters (npc) health/temp would be great. I as dm, I can't get away from bars, but for my players I find bars on everything very intrusive. So I use Health Aura API. Circle around token shows health by color. It is from T&amp;T Script it is something with the token setup. Show Bar1 &amp; Show Bar3 to players settings.
Great can't wait for next version!