Red said:
Yes, the message generated by the script always correctly identifies the character that collided with the trap.
Ziechael said:
Totally possible as is, you would have to use the stopAt: string to define that you didn't want the tokens to move to the centre of the 'trap' but that should allow you to operate it as you've noted above otherwise.
If you care to take a gander, I've invited you to the game in question. I'll make you a GM soon as I see you join if you decide to.Stephen L. said:
Something's not set up correctly, and I don't know what without manually looking at your campaign...
Look for duplicate trap themes/it's a trap scripts... that was always the source of my problems ;)I tried this earlier, too. I wasn't sure if I needed to have the 5E-OGL theme installed if I just set the theme on the base script, so I removed it. The only thing that changed was that line at the end of the message that says "MISS!" stopped appearing, so I re-installed it.
/w gm &{template:5e-shaped} {{title=COPY THE FOLLOWING INTO GM NOTES DELETE ANY LINES YOU DO NOT NEED}} {{{
"attack": "?{Enter attack bonus|1}",
"damage": "?{Trap damage?|1d6+1}",
"message": "?{Message?|}",
"gmOnly": ?{Output to GM?|true},
"save": "?{Save stat?|dex}",
"saveDC": ?{Save DC?|14},
"spotDC": ?{Perception DC?},
"sound": "?{Enter sound name as it appears in Jukebox|}",
"stopAt": "?{Select where token moves on activate|none|edge|center}",
"fx": "?{FX Effect?|bomb|nova|explosion|bubbling|burst|glow|missile|splatter}-?{Color|acid|blood|charm|death|fire|frost|holy|magic|slime|smoke|water}"
}
[Trap Marker](!token-mod --set statusmarkers|!cobweb)[Reveal Marker](!token-mod --set statusmarkers|!bleeding-eye)}}
Pord said:
Ziechael said:
Totally possible as is, you would have to use the stopAt: string to define that you didn't want the tokens to move to the centre of the 'trap' but that should allow you to operate it as you've noted above otherwise.
Sort of works.... it shows when they see it passively as a trap on the map but no message which is what I was after.
Other thing is not for it to trigger when walked on unless they saw it passively before or investigate it?
Ziechael said:
Pord said:
Ziechael said:
Totally possible as is, you would have to use the stopAt: string to define that you didn't want the tokens to move to the centre of the 'trap' but that should allow you to operate it as you've noted above otherwise.
Sort of works.... it shows when they see it passively as a trap on the map but no message which is what I was after.
Other thing is not for it to trigger when walked on unless they saw it passively before or investigate it?
Fair point, didn't think of it that way! A useful feature would be using aura 2 to set a perception range or something? If met it would reveal the 'trap' and output the json to chat...
Stephen L. said:
Ziechael said:
Pord said:
Ziechael said:
Totally possible as is, you would have to use the stopAt: string to define that you didn't want the tokens to move to the centre of the 'trap' but that should allow you to operate it as you've noted above otherwise.
Sort of works.... it shows when they see it passively as a trap on the map but no message which is what I was after.
Other thing is not for it to trigger when walked on unless they saw it passively before or investigate it?
Fair point, didn't think of it that way! A useful feature would be using aura 2 to set a perception range or something? If met it would reveal the 'trap' and output the json to chat...
Version 2.7 allows you to set a "searchDist" property for how close a unit must be to be able to passively spot the trap. For example, if you set this to 15, then a token would need to be within 15 ft of the trap to be able to spot it.
Ravenknight said:
Is the aura effect for all characters in range enabled in the 5ed OGL trap theme? Edit: I can make it attack three characters but the names won't show in the message.
I must have broken something. (Again) :( It's a trap won't show any names at all now.Stephen L. said:
Ravenknight said:
Is the aura effect for all characters in range enabled in the 5ed OGL trap theme? Edit: I can make it attack three characters but the names won't show in the message.
It's enabled for all themes.
Ravenknight said:
I must have broken something. (Again) :( It's a trap won't show any names at all now.Stephen L. said:
Ravenknight said:
Is the aura effect for all characters in range enabled in the 5ed OGL trap theme? Edit: I can make it attack three characters but the names won't show in the message.
It's enabled for all themes.
{"attack": 4, "damage": "2d8 + 6", "fx": "explode-death", "message": "A sharpened pole suspended from a rusty chain slams forward", "sound": "Swinging Scythe Trap"}
Are there any other installations beside It's a trap, Trap Theme and the HTML builder?
Stephen L. said:
Ravenknight said:
I must have broken something. (Again) :( It's a trap won't show any names at all now.Stephen L. said:
Ravenknight said:
Is the aura effect for all characters in range enabled in the 5ed OGL trap theme? Edit: I can make it attack three characters but the names won't show in the message.
It's enabled for all themes.
{"attack": 4, "damage": "2d8 + 6", "fx": "explode-death", "message": "A sharpened pole suspended from a rusty chain slams forward", "sound": "Swinging Scythe Trap"}
Are there any other installations beside It's a trap, Trap Theme and the HTML builder?
There's Token Collisions, Path Math, Matrix Math, and Vector Math.
!itsATrapRemoteActivate !token-mod --set layer|objects !token-mod --set statusmarkers#!bleeding-eye !token-mod --set statusmarkers#!cobweb
!token-mod --set statusmarkers|+cobweb:0|+bleeding-eye:0 layer|gmlayer
Avatar of Woah said:
I was able to fix the script always sending traps to the map layer regardless of whether that option is checked in the script config page by using TokenMod. Though this only works for traps you manually spring using this macro. It does help you out by removing the icons on your trap after it gets sprung.
Kindof disappointed I went to the trouble of explaining my problem in great detail and got no response as to why the option does not work. I even went to the trouble of creating a very short video detailing my problem in the event that I wasn't explaining it correctly (and also to show I wasn't crazy and that the option was indeed not working). I'd prefer not to have to employ a workaround like this but for those of you having this same problem here you go.!itsATrapRemoteActivate !token-mod --set layer|objects !token-mod --set statusmarkers#!bleeding-eye !token-mod --set statusmarkers#!cobweb
Also here's a macro for resetting your traps using token-mod. Useful for when you have a trap that only works in a particular scenario. For more generic traps I've taken to using Trigshot's idea (it wasn't obvious to me. Thanks a lot for this) of binding them to character entries.!token-mod --set statusmarkers|+cobweb:0|+bleeding-eye:0 layer|gmlayer
Now that is excellent!!Stephen L. said:
* There is now an option to reveal the trap token when it is spotted. This, along with the disable option, can be used to create hidden
Ziechael said:
Am I right in assuming that the chat menu just builds the json in the GM notes? In other words can we still apply the json manually ie. with a lovely and quick copy/paste mechanic?
Some awesome sounding features to test when this gets merged too! Thanks :)
NeighbourJim said:
I'm not sure how to actually use this. I'm testing it with a trap set up using the chat menu, but there doesn't appear to be anywhere for the damage/attack rolls/etc. Also, it isn't activating when a character token comes nearby.
Is there something basic I'm missing?
EDIT: Realised I was using the wrong cobweb icon, and thats why it wasn't activating properly. Still not sure how damage/attacks work though. I know they aren't automatically deducted from the token or anything, but there's no damage shown at all.
I don't even have the option for it in the wizard:
state.ItsATrap.theme = 'Theme name goes here. E.g. 5E-OGL';Also, be sure that you have the 3.0 version of the trap theme you want to use.
Gary W. said:
When will this make the repository? Any idea?
Stephen L. said:
The options for attacks rolls and damage are only there if you have a D&D-style trap theme configured with the script. This is most easily configured from the script's One-Click page's user options. Setting this up is a bit more hackery if you just copied the scripts in. To do it though, enter the line below into one of your API scripts.state.ItsATrap.theme = 'Theme name goes here. E.g. 5E-OGL';Also, be sure that you have the 3.0 version of the trap theme you want to use.
They're on the same branch I shared the link for. https://github.com/Cazra/roll20-api-scripts/tree/T...NeighbourJim said:
Stephen L. said:
The options for attacks rolls and damage are only there if you have a D&D-style trap theme configured with the script. This is most easily configured from the script's One-Click page's user options. Setting this up is a bit more hackery if you just copied the scripts in. To do it though, enter the line below into one of your API scripts.state.ItsATrap.theme = 'Theme name goes here. E.g. 5E-OGL';Also, be sure that you have the 3.0 version of the trap theme you want to use.
Ah, I see. Where's the 3.0 theme? I couldn't find it on GitHub. Maybe I just missed it somehow.
Enter the name of the trap you want the outer radius to trigger in the "triggers" property. That will cause the center trap to also be triggered when the outer trigger area is triggered.Chris R. said:
I tried to think of ways to enable "radius" of trap activation/trap colliding, and tried out a transparent tile (I gave it an aura of radius 0, so I knew where it was located) and stretched it from 1x1, to 3x3. It pulls in the character when they step onto any of the tiles, but in the middle of the 3x3 transparent trap is the actual trap I want to activate. Is there any way to activate the "center" trap, too? Right now it just pulls a token into the middle, and the transparent trap goes off, but the center trap doesn't.
It's pretty late, maybe it says it in the readme/info, but I cannot seem to find it. Any help would be greatly appreciated!
Thanks in advance,
Best Regards,
ExoMemphiz
Stephen L. said:
Enter the name of the trap you want the outer radius to trigger in the "triggers" property. That will cause the center trap to also be triggered when the outer trigger area is triggered.Chris R. said:
I tried to think of ways to enable "radius" of trap activation/trap colliding, and tried out a transparent tile (I gave it an aura of radius 0, so I knew where it was located) and stretched it from 1x1, to 3x3. It pulls in the character when they step onto any of the tiles, but in the middle of the 3x3 transparent trap is the actual trap I want to activate. Is there any way to activate the "center" trap, too? Right now it just pulls a token into the middle, and the transparent trap goes off, but the center trap doesn't.
It's pretty late, maybe it says it in the readme/info, but I cannot seem to find it. Any help would be greatly appreciated!
Thanks in advance,
Best Regards,
ExoMemphiz
1) Change the "Stop At" property to "none".1) Is there a property to not move a character to the center when it activates?
And the half: Is there some sort of list of commands/inputs that the JS knows, so I don't have to ask you guys and basically waste your time with my silly questions? ^^'
Stephen L. said:
1) Change the "Stop At" property to "none".1) Is there a property to not move a character to the center when it activates?
And the half: Is there some sort of list of commands/inputs that the JS knows, so I don't have to ask you guys and basically waste your time with my silly questions? ^^'
1/2) You mean like a help menu? Not currently. I could put tooltips into the buttons if that would help.
Chris R. said:
Stephen L. said:
1) Change the "Stop At" property to "none".1) Is there a property to not move a character to the center when it activates?
And the half: Is there some sort of list of commands/inputs that the JS knows, so I don't have to ask you guys and basically waste your time with my silly questions? ^^'
1/2) You mean like a help menu? Not currently. I could put tooltips into the buttons if that would help.
More just of like... A long command list in the forum here, or on the Github repo, or the likes.
Example:
"Attack" : "Value" --- This has X effect
"message" : "Text" --- Displays a message for the players
Or even without the extra comments added, just a list of command names would be great :)
I can also try to read through the code, I guess, and get them from there, though, first thought of this now, haha ^^'
Anyway, thank you for the swift replies, and the amazing scripts and helping the community!
It just passes it along to sendChat.Scott C. said:
I've been meaning to ask you Stephen, how does the script pass the API chat command that is triggered?
Scott C. said:
Ah, so if there is playerid gating in the script being called, it may crash the API/just not work. Been meaning to put in handling for API generated messages to my scripts, now I know that at least one script might be calling them this way (so, now I actually have a reason to do it :) )
Ziechael said:
Just updating my json creation wizard (yup, I'm that guy) and I was wondering, how would a layman... and idiot if you will... determine the direction vector coordinates in a way that makes sense to someone who doesn't have the foggiest how [0,0] is any different from say [4,2]?
I'm fine with the offset, it's just direction that my minimal testing has left me stumped on...
Ziechael said:
Ah, I get it... i think, so using that logic something like [3,3] would give a direction of due south-east assuming up was north?
That is set using the revealToMap option on the OneClick page.Malkindred said:
I'm sorry if I missed this, but how do you define if the token reveals to the object layer, or to the map layer?