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Noob question about customizing Raise of the Runelords AE?

1585905675

Edited 1585905728
So I purchased RoTR to see how to commerical Roll20 products are set up... and I noticed there are no token/attribute macros setup for the NPC or creatures at all? So if you want macros to show up when you click on a token, or have some common ones show under you avatar, you need to do them all by yourself? There's no shortage of macros in the module, but none of them are combat related as such. How do you folks play this module? Do you code those macros, or do you just use the NPC/PC sheets and click on them to use attacks, saves etc? I am a noob at Roll20 but I have made some macros for another custom game, and think they are quite useful. It just seems a little daunting to add a macro to each and every NPC/monster/PC in this module... maybe there is a better way to do something like that? I think there's a way to code a macro which asks the target of an attack, and then would apply the chosen weapon to make that attack (or a spell). That seems very cool, I will have to check out the Wiki more closely about that.
1585923760
Kraynic
Pro
Sheet Author
With a pro account, you have access to api scripts.  I don't think it has been submitted to be available on the 1 click drop down, but you could look up Universal Chat Menu on the api forum.  Basically, that allows you to write an api call/macro that will generate a chat menu of actions for whatever character sheet you are using.  There are examples in the thread for some different sheets, so there might be some ready made that you can copy if you decide to install that script.
Oh yes, I do have Pro account... Thanks Kraynic, I think I understand what you suggest, but bear in mind I am taking first steps in Roll20, so I am bit hazy about many things. By the way, I examined some fo the NPC / PC sheets in my game, and noticed that using the Pathfinder sheet adds loads of attributes in the Attributes and Abilites tab. It seems they're just the variables and their values used in the sheet code? I can still add abilities on the same tab without messing up anything? Because adding marcos here would allow me to add them on token or the macro bar. But I will check out the API stuff!
1585940761

Edited 1585940787
Very good question.  I have been interested in this as well.  Maybe it is time to upgrade my account! 
1585950480
Kraynic
Pro
Sheet Author
Yes, you can add custom attributes (left hand column on that tab).  All the ones currently on the sheet will be displayed there (the "character sheet" tab is basically just a fancy UI for the attributes and abilities tab).  The only attributes that don't end up visible are ones from repeating sections (attacks, spells, feats, etc).  Abilities are just the label for macros that are written on that character sheet, so anything custom you want to do can be done there.  Once I am at my home computer, I can post some screenshots of what the api I mentioned can do for you with your pro subscription though.
Sounds good, thanks Kraynic. I googled a bit and found out about an API script for Pathfinder, by the name Companion Script, BUT apparently it only works with the Pathfinder community sheet, and not with the Official Pathfinder Roll20 Sheet? AND, since I am using an official Pathfinder Roll20 module, I have to you the official sheet, if I am not mistaken?
1585956622
Kraynic
Pro
Sheet Author
If you had searched on the forums for universal chat menu, it would have given you this thread as one of the results: <a href="https://app.roll20.net/forum/post/7474530/script-call-for-testers-universal-chat-menus/?pagenum=1" rel="nofollow">https://app.roll20.net/forum/post/7474530/script-call-for-testers-universal-chat-menus/?pagenum=1</a> First, you have to have an api macro set up for each thing you want it to do.&nbsp; I have one for npcs (so I get their whole menu at once), but have players split into several different buttons.&nbsp; I set these all up in my macro collection, and give everyone permissions to the ones for player characters.&nbsp; I only give access to the npc menu macro to players that have animal companions/familiars or will be summoning things.&nbsp; Since the token action bar is alphabetical, I name them all starting with menu so that they will always be together.&nbsp; My current list of menu buttons when I select a token look like this: The npc menu macro that I currently use: !chatmenu @{selected|character_id} {template:pc} {{charname=@{selected|character_name}}} {{type=ability}} {{smallname=NPC MENU}} {{showchar=[1]}} {{descflag=1}} {{desc=CHATMENU **Defense Statistics** AC @{selected|ac} |Touch @{selected|ac_touch} |Flat-Footed @{selected|ac_flatfooted} |CMD @{selected|cmd_mod} |SR @{selected|sr} }} {{shownotes=[1]}} {{notes=**- Fort:**@{selected|fortitude_notes} |**Ref:**@{selected|reflex_notes} |**Will:**@{selected|will_notes} |**AC:**@{selected|ac_notes} |**CMD:**@{selected|cmd_notes} |**SR:**@{selected|sr_notes}}} --title:Melee and Ranged Attacks --separator:~ --repeating_npcatk-melee|atkname|attack --repeating_npcatk-ranged|atkname|attack --repeating_npcatk-special|atkname|attack --title:Spell Like and Items --separator:~ --repeating_spell-like|spelldisplay|spell --title:Cantrips and Orisons --separator:~ --repeating_spell-0|spelldisplay|spell --title:Level 1 --repeating_spell-1|spelldisplay|spell --title:Level 2 --repeating_spell-2|spelldisplay|spell --title:Level 3 --repeating_spell-3|spelldisplay|spell --title:Level 4 --repeating_spell-4|spelldisplay|spell --title:Level 5 --repeating_spell-5|spelldisplay|spell --title:Level 6 --repeating_spell-6|spelldisplay|spell --title:Level 7 --repeating_spell-7|spelldisplay|spell --title:Level 8 --repeating_spell-8|spelldisplay|spell --title:Level 9 --repeating_spell-9|spelldisplay|spell --title:Saves --Fort(@{selected|fortitude}),fortitude --Ref(@{selected|reflex}),reflex --Will(@{selected|will}),will If I drag out a simple creature from the bestiary (a wolf as an example), the npc menu that is printed to chat looks like this: The "Bite" and all 3 saves are clickable and will roll that macro from the sheet. A more complex npc will look like this: Obviously I didn't go into the sheet and choose the other 2 cantrips this thing is supposed to have before taking these screenshots. The skill macro I uses will work for players or npcs.&nbsp; GiGs wrote this thing so that it can ignore skills that require a rank to be rolled, so it will trim the list right down.&nbsp; Others probably do their skill list differently than I do, but I categorize mine.&nbsp; The chatmenu macro that the button calls: !chatmenu @{selected|character_id} {template:pc}{{charname=@{selected|character_name}}} {{type=ability}} {{smallname=SKILLS}} {{showchar=[1]}} {{descflag=1}} {{desc=CHATMENU}} --title:Athletic Skills --Acrobatics,acrobatics|Climb,climb|Fly,fly|Swim,swim --title:Sneaky Skills --Disable Device,disabledevice,disable_device_ranks|Escape Artist,escapeartist|Disguise,disguise|Sleight of Hand,sleightofhand,sleight_of_hand_ranks|Stealth,stealth --title:Social Skills --Bluff,bluff|Diplomacy,diplomacy|Intimidate,intimidate|Sense Motive,sensemotive --title:Utility Skills --Appraise,appraise|Handle Animal,handleanimal,handle_animal_ranks|Heal,heal|Linguistics,linguistics,linguistics_ranks|Perception,perception|Ride,ride|Spellcraft,spellcraft,spellcraft_ranks|Survival,survival|Use Magic Device,usemagicdevice,use_magic_device_ranks --title:Knowledge Skills --Knowledge (Arcana),knowledgearcana,knowledge_arcana_ranks|Knowledge (Dungeoneering),knowledgedungeoneering,knowledge_dungeoneering_ranks|Knowledge (Local),knowledgelocal,knowledge_local_ranks|Knowledge (Nature),knowledgenature,knowledge_nature_ranks|Knowledge (Planes),knowledgeplanes,knowledge_planes_ranks|Knowledge (Religion),knowledgereligion,knowledge_religion_ranks|Knowledge (Engineering),knowledgeengineering,knowledge_engineering_ranks|Knowledge (Geography),knowledgegeography,knowledge_geography_ranks|Knowledge (History),knowledgehistory,knowledge_history_ranks|Knowledge (Nobility),knowledgenobility,knowledge_nobility_ranks --title:Craft Skills --@{selected|craft_name},craft,craft_ranks --repeating_skillcraft|name|skill --title:Perform Skills --@{selected|perform_name},perform,perform_ranks --repeating_skillperform|name|skill --title:Profession Skills --@{selected|profession_name},profession,profession_ranks --repeating_skillprofession|name|skill --separator:~ The wolf has no knowledge skills, disable device, crafting, etc, so those don't show up (it may not be very diplomatic, but since the rules allow that to be rolled without a rank, it is set up to display in case a pc needs to roll on it untrained): Again, all those skill names are clickable and will trigger that roll from the sheet. Basically, you can go through your npcs and make token actions on their sheets, or you can make a few global macros and use the api to make it work for everything.&nbsp; Put the power of your pro subscription to work for you.
That seems nifty indeed, but is ti more handy than having the character sheet open? I guess that is a matter of taste? And like I said, I was looking for a way to make token actions. I know I can drag and drop rolls/actions from the character sheet to the action bar, and I guess that is the easiest solution, at least for the players. But I was hoping to 'populate' monster tokens with action in one foul swoop. Thanks for the suggestion in any case, I might actually implement this suggestion at some point, once I get more GM mileagae under my belt.
1586456334
Kraynic
Pro
Sheet Author
Well, if you are running an encounter with multiple different npcs, you can either have all the sheets open (juggling the open windows, or minimizing/maximizing them) or just select the token, click a button, and have everything you need without having the sheet open at all.&nbsp; This is also sometimes more responsive for players who are running older machines, at least that has been my experience if you are running one of the "heavier" character sheets.