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[Script Update] GroupInitiative - Now with the Initiative Stack System! Store turn orders for later use!

Just updated everything and the problem seems resolved- flawless. Now I just need to convince the players that their individually hitting macro buttons will not give them better results then me hitting one once for everybody :)  If we were in person I would just distract them with snacks
March 04 (8 years ago)
vÍnce
Pro
Sheet Author

Gary W. said:

Just updated everything and the problem seems resolved- flawless. Now I just need to convince the players that their individually hitting macro buttons will not give them better results then me hitting one once for everybody :)  If we were in person I would just distract them with snacks
You haven't tried Arron's !snack script yet?

Hah! :)
March 04 (8 years ago)
The Aaron
Pro
API Scripter
Awesome. =D

Might need that !snack script. Got one guy complaining I roll too low! And my wife seems to be siding with him.  Wait, forget the snack- Aaron do you have a script that emulates players? 
March 04 (8 years ago)
The Aaron
Pro
API Scripter
Yeah, but it's only the big dumb fighters at this point. :)

They could run !group-init themselves. Or you could have them roll first to get in the init, then select your guy's and roll them in. 
They have been rolling for themselves to date. The sad part is how long it takes for that to get done :O
March 04 (8 years ago)
The Aaron
Pro
API Scripter
"Anyone not rolled into the initiative in 1 minute is surprised for the first round."  =D
Looks for the like button
March 04 (8 years ago)
The Aaron
Pro
API Scripter
Hahahaahhah!
Having a bit of a mare getting this to work, using 10.1.2
!group-init --add-group --Stat-DnD dexterity works fine, and picks up the initiative bonus (i couldnt find the correct syntax for using simply the initiative value and not the dex bonus)
!group-init --add-group --tie-breaker --Stat-DnD dexterity adds the percentiles to break ties but all of the bonuses set to 0, it doesnt seem to pick up on the dex bonus.

All i want to do is have a group initiative with a tiebreak lol...
Cheers
March 05 (8 years ago)
The Aaron
Pro
API Scripter
With version 0.9.24, you can use this command (after removing existing ones with !group-init --del-group 1 ):
!group-init-config --set-dice-count|0
!group-init --add-group --bare initiative_formula
This will use whatever you have configured for your sheet regarding tie breakers and will also support advantage on initiative and various other things the sheet handles automatically.

If you only want to use GroupInitiative for your npcs and don't need to worry about advantage and other things from the sheet, you can use:
!group-init --add-group --bare initiative --tie-breaker initiative
This will use whatever the calculated bonus is from the sheet as both the bonus to the roll and the tie breaker value (  <value>/100 ).

Thanks. If I use the first example for npcs and pcs I just need to  make sure the break ties is  selected as a sheet  option then? Ade
March 06 (8 years ago)
The Aaron
Pro
API Scripter
Correct. 
March 13 (8 years ago)

Edited March 13 (8 years ago)
I've been getting this error / api crash when using the !group-init command recently:


V 0.9.24

!group-init --help 
!group-init --clear

Both of the above 2 commands still work fine.

edit: using 5e shaped sheet v 10.1.3 Character sheet.
March 14 (8 years ago)
The Aaron
Pro
API Scripter
Hmm...  looks like stat is truthy on line 813 but not a string.  try replacing line 813 with this:
            stext=(stat+'').replace(/@{[^}]*}/g,(s)=>{

The Aaron said:

Hmm...  looks like stat is truthy on line 813 but not a string.  try replacing line 813 with this:
            stext=(stat+'').replace(/@{[^}]*}/g,(s)=>{
That worked!
Thanks Aaron!

March 14 (8 years ago)
The Aaron
Pro
API Scripter
Cool, I'll roll that out as a bug fix today.  Thanks for testing!
March 14 (8 years ago)
The Aaron
Pro
API Scripter
Update v0.9.25 -- Fixed bug causing '(stat || "").replace is not a function' error. (Thanks eastwood)
March 15 (8 years ago)

Edited March 15 (8 years ago)
Help!!!
I am using Group_Init and I can not get it to add the initiative_bonus to the roll.  Instead, it is subtracting some unknown amount.

Here are my settings:


The Tallow character has a initiative_bonus if 8 and the Kobold has 2.  I have no idea why Tallow is -3 and the Kobold is -5.

March 15 (8 years ago)
The Aaron
Pro
API Scripter
Stat-DnD will take the input attribute and divide by 2 then subtract 5. It's a hold over from before there were character sheets. What you want is:
!group-init --add-group --bare initiative_bonus
be sure to remove the existing group also:
!group-init --del-group 1
Hey Aaron, I've got a fun one: Group-Init doesn't have an allowance for players that have advantage on their init roll that I can find.  I thought, hey, easy to solve, I'll just make an attribute on the PC's sheet with the right roll... and Group-Init promptly added the result of that to a normal initiative roll.  ^_^  Any chance of adding a way to add an attribute named, say, 'grp_init_adv' with a value of 'adv' or 'disadv' to make Group-Init roll with advantage or disadvantage?  If there's no attribute, just roll normally?

That, or if I could add a group that would replace the normal roll with whatever the attribute has in the current field?

Thanks!
April 07 (8 years ago)
The Aaron
Pro
API Scripter
It's on my list. There is an architectural issue I need to resolve before I can add it in. 
D'oh!  Ok, thanks for the heads up.  ^^
I started havin a strange problem at someoint with all of my Fate campaigns. I don't remember having this problem when I started using your wonderful script (this was before one could subscribe scripts). The roll is basically 4df + modifiers from stats. For example in one of my campaigns it is
  1. Initiative|current + Roll|current + dex|current
All 3 are attributes and I have set the script to roll 0 dice of its own since I don't use that kind of dice. Initiative is an attribute that doesn't come from character sheet but is instead manually added. dex comes from character sheet and Roll is [[4df]] and is manually added.

The problem is that every now and then the turn order is not from highest to lowest but instead can have '0' in the middle of 2 and 3 for example. The ones that are not in order are always 0's.

Any Idea what could be causing this?

April 11 (8 years ago)
The Aaron
Pro
API Scripter
Hmmm. Could be that it's a '0' instead of a 0 and the sort isn't properly converting to a number. Would you want to invite me to a game and GM me where this has happened?
Ok, I'll do that. Here is a great example.
April 22 (8 years ago)
Joe
Pro
Hi Aaron!

When adding GroupInitative via one-click, the page said "GroupInitiative or its dependencies read or write fields written by other scripts. Ok?" The other scripts I have installed are: TokenMod, Torch, TurnMarker, and TokenPath (the last is disabled; does the check take this into account?). TM is version 1.3.8, all others are one-click install.

Also, the GI help on the one-click install script page mentions Auto Open Init as closing the tracker when the --clear command is used, but doesn't mention what that feature is. I recommend adding a "...and more! See the in-game help for the full list of features." at the end so that you don't have to worry about keeping it in sync. ;-) I'd say take most of it out all-together, but describing the best / main features is helpful for those of us trying to decide if we want to use it.

Also, what is difference between Hidden and Partial announcer for GI? The help doesn't describe them, and while the other options are pretty clear / obvious, that distinction isn't.

Thanks for another fantastic script that I am just getting around to trying out! *thumbs up*
April 22 (8 years ago)
The Aaron
Pro
API Scripter
You can safely ignore that pop up the intent is to let you know that other scripts are looking at or changing some of the same things, but it isn't really detailed enough to give you any useful feedback. 

Auto Open will show the Turn Tracker when you issue a command to roll initiative. The clear hides it to provide a symmetrical interface. 

Hidden hides all rolls, partial hides all rolls except characters/tokens that have players on the controlled by list, or the special "all" player. 

Yeah...  documentation...  so many scripts, so little time... :)
April 22 (8 years ago)
Seregras
Sheet Author
Hi Aaron,

I am trying to make this work in my game, but it doesn't work properly for one character. It rolls the initiative die twice and adds it to the final value. I have been checking the character attributes and they all look ok. I am using my own attribute for the initiative, called "ini":



As you can see above, only the goblin gets the d20 duplicated. Do you know why this could be happening? The rest of the characters get the right initiative value.

Many thanks
April 22 (8 years ago)
The Aaron
Pro
API Scripter
What does your configuration look like?  If you want to PM me an invite and GM me, I can take a look directly.
Have you had the time to look into that 0 issue at all? Not trying to rush you or anything, just making sure. The problem is already half-solved now that I know it the result really is a 0 so I can manually change the order when the problem arises.
April 25 (8 years ago)
The Aaron
Pro
API Scripter
Sorry!  No, I still have it in my list and keep meaning to look at it.  I'll try to take a peek today.
April 25 (8 years ago)

Edited April 25 (8 years ago)
The Aaron
Pro
API Scripter
Ok, I should have just looked at this sooner... =D

Update v0.9.26 -- Fixed bug where 0 was sorted strangely. (Thanks Maetco)

I left a copy in that campaign of v0.9.26 which is working for zero now.  Sorry for the delay!
Thanks a bunch Aaron! There was no delay to make mention of.
April 26 (8 years ago)
The Aaron
Pro
API Scripter
No problem!  =D
So I definitely see how awesome this would be and make managing everything easier but I've come across an issue that kind of confuses me.

I'm using D&D 5e OLG character sheets with the Monster Manual and for some reason when I have any token selected and run !group-init, it adds the base dexterity ability score to the roll instead of the modifier. I'm not sure if I'm doing something wrong or there is a conflict with some other scripts I'm running but it leaves me with the inability to actually use the script.

I've tried activating the script last, I've tried reinstalling it, and I tried deactivating all the scripts I have and it's still adding the entire ability score to the roll.

Is it not meant for 5e or am I just experiencing a really odd issue?
You have to delete the Dexterity group and add stat-dnd or something.
I did manage to prevent it from adding the dexterity ability score, just not able to figure out having to add the dex bonus now.
May 12 (7 years ago)
The Aaron
Pro
API Scripter
You probably want:
!group-init --del-group 1
a few times to clear out, then try:
!group-init --add-group --bare initiative_bonus --tie-breaker initiative_bonus

Aquaricat said:

Any chance of adding a way to add an attribute named, say, 'grp_init_adv' with a value of 'adv' or 'disadv' to make Group-Init roll with advantage or disadvantage?

The Aaron said:

It's on my list. There is an architectural issue I need to resolve before I can add it in. 

Hi Aaron, love group initiative, it's making combat transitions so much better!
Just wondered if you'd made any progress on the above?
I have a Revised Ranger in the party, so having to roll their advantage separately at the moment.
I tried to use the sheet formula feature, but that requires removing a default dice roll which doesn't work too well with the rest of the players/mooks.


May 29 (7 years ago)
The Aaron
Pro
API Scripter
I've not had a chance to dig into it yet I'm afraid. 
June 22 (7 years ago)

Edited June 22 (7 years ago)
Hey Aaron,

I am testing this script in my session and noticing that it is adding their DEX score, not the modifier.  Is this a setting I overlooked in the script?
June 22 (7 years ago)
The Aaron
Pro
API Scripter

The Aaron said:

You probably want:
!group-init --del-group 1
a few times to clear out, then try:
!group-init --add-group --bare initiative_bonus --tie-breaker initiative_bonus
You have to define the groups that make sense for your game.  For pointless historic reasons, it defaults to adding the value of the attribute Dexterity to the roll, so you generally need to delete that group, then add one for the attribute(s) you do need.

What system/character sheet are you using?

June 22 (7 years ago)

Edited June 22 (7 years ago)
Ok I got to adding a group for the DEX mod and used your script to delete the existing group.  All is working as it should now on this.  

I tried using your fancier script to insert the group for initiative and using bonus for tie breaker but it's putting in a decimal place/not rounding to whole integers but perhaps that's how you break the tie?

It's DnD 5e using OGL character sheet for the record.  Thanks!
And I found the decimal place setting in help so I'm all set!
June 22 (7 years ago)
The Aaron
Pro
API Scripter
Great!  Happy Rolling!
June 23 (7 years ago)
The Aaron
Pro
API Scripter
Update v0.9.27 -- Added logic to attempt to fix inline rolls that will crash the API. (Thanks Dougansf )
Is it possible to adjust an init score and then re-sort that specific token, other than manually moving it? I don't want to re-sort the whole list, just the guy who has chnaged.
July 07 (7 years ago)
The Aaron
Pro
API Scripter
Oooh.. totally something I should add.