Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account
This post has been closed. You can still view previous posts, but you can't post any new replies.

Adjusting Macro Quick Bar with an OnClick call on a token

April 22 (12 years ago)

Here's what I was thinking. This is more of a tool for GMs then for players. Because for players, they just have to worry about the macros for their character, but if you're a GM you could have many different types of enemies. For example, in the game that I'm running on roll20 my players are in a room where they just unleashed the enemies and there are six elemental enemies each with their own stats, their own attack rolls, etc. I like the macro toolbar, but to have each of their respective attacks, save rolls, etc in the toolbar would have the toolbar be a hundred miles long.

No to mention then when they defeat the enemies and move onto the next map, that will require me taking several moments uncheck all of the macros for that map, checking all of the macros for the new map. And going from there.

Right now, what I just do is either set a character sheet with the enemy stats, look it up, and manually type it.

Or if I setup the macros in the options listing for the expecting fights for that session or just use the macros in the enemy character sheets: Then I click on the enemy character sheet, click on the macro in the sheet, click off the sheet so that its not in the way, and then finally go back over to the chat window and see what happened. It's all a bit clunky and cumbersome. 

We used to use maptools for our game, but java errors in maptools caused us to switch over to roll20 and I'm glad that we did. But one thing that maptools did do that I liked was that they had a selected window. So that when you highlight an enemy, any macro associated with that token automagically appeared in the selected window. You didn't have to do that, but it was an option that was available that I really liked.

- Sean

+1 on this, for other uses, too.

I have made good use of macros in running games, so that I simply click a button and a room description is shown. But in a large dungeon, this eats up a lot of space on the macro bar, or requires me to memorize the name of a macro relevant to a specific room. It would be quite lovely to have the ability to place a macro button on the map (like in the GM layer), and be able to click it to activate the room description. This could easily be done with the above suggestion. :)

April 22 (12 years ago)

+1

+1. This is a great suggestion. Other suggestions have been for collapsible groupings in the macro bar and such. At any rate some way to avoid the GM having to scroll through a mile long macro bar is needed. Being able to collapse selections in the macro bar is good, but having the macros from a character sheet automatically show up in the bar when a token linked to that character sheet is selected is even better.

+1 as well.

I liked Maptools, but we were having too many Java issues, so I ported my Paragon level Dark Sun game onto Roll20.

April 23 (12 years ago)

@Craig, that's exactly what was happening in my Pathfinder game.

+1

April 24 (12 years ago)

I like this idea... if you could associate macros or whole sets of macros with a token or character easily and then have it show up on selection, it would be quite a game-changer for GMs who want to run encounters with multiple enemy types.