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Pop Up Menu for Conditions (not for tokens)

1595910988

Edited 1595911107
Yuki
Pro
Hello fellow DMs and players! I only started using Roll20 heavily since COVID has reared its ugly head. I've taken in so much info about macros these last few weeks and I wanted to contribute to this amazing community! While grabbing some of the "Must Have" macros I started creating some of my own to be used for some of my newer players (and myself because I loathe having to look up easy info in the compendium. I saw a lot of macros but they seemed mostly aimed at tokens. I wanted something for my players to have as reference whenever they give an enemy a condition or are given one by an NPC. It's less helpful for my players to know if they are blinded or not and more important for them to know how it affects them. To save me some grief in having players looking up conditions whenever they get them, I made a macro for a roll query dropdown table that can give players and the DM some help when it comes to conditions. All you do is click the macro, select which condition needs referenced, and it posts it as a description box in the chat window! These aren't word for word what is in the compendium because I'm kind of dumb when it comes to some things so anywhere it mentions incapacitated in another condition, I also added in that condition what incapacitated means. Same with Prone. I added what parts of Prone matter when you are unconscious so they won't have to also click it again and hit "Prone". I prefer this method because it doesn't require players to add or select other macros either. Apologies in advance if this is superfluous and there's an easier way to do this. If there is PLEASE LET ME KNOW!! I'm still learning new things every day about Roll20 so hopefully if there is an easier way to do this someone can tell me. THank you! &{template:desc} ?{Condition|    Blinded, {{desc=**BLINDED** •A blinded creature can’t see and automatically fails any ability check that requires sight. •Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.}}|    Charmed, {{desc=**CHARMED** •A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects. •The charmer has advantage on any ability check to interact socially with the creature.}}|    Deafened, {{desc=**DEAFENED** •A deafened creature can’t hear and automatically fails any ability check that requires hearing.}}|    Frightened, {{desc=**FRIGHTENED** •A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. •The creature can’t willingly move closer to the source of its fear.}}|    Grappled, {{desc=**GRAPPLED** •A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. •The condition ends if the Grappler is incapacitated. An incapacitated creature can’t take Actions or Reactions. •The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.}}|    Incapacitated, {{desc=**INCAPACITATED** •An incapacitated creature can’t take Actions or Reactions.}}|    Invisible, {{desc=**INVISIBLE** •An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. •Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.}}|    Paralyzed, {{desc=**PARALYZED** •A paralyzed creature is incapacitated (see the condition) and can’t move or speak. •The creature automatically fails Strength and Dexterity Saving Throws. •Attack rolls against the creature have advantage. •Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.}}|    Petrified, {{desc=**Petrified** •A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance, usually stone. Its weight increases by a factor of ten, and it ceases aging. •The creature is incapacitated, can’t move or speak, and is unaware of its surroundings. •Attack rolls against the creature have advantage. •The creature automatically fails Strength and Dexterity Saving Throws. •The creature has Resistance to all damage. •The creature is immune to poison and disease, any poison or disease already in its system is suspended and is not neutralized.}}|    Poisoned, {{desc=**POISONED** •A poisoned creature has disadvantage on Attack rolls and Ability Checks.}}|    Prone, {{desc=**PRONE** •A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. •The creature has disadvantage on Attack rolls. •An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.}}|    Restrained, {{desc=**RESTRAINED** •A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. •Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. •The creature has disadvantage on Dexterity Saving Throws.}}|    Stunned, {{desc=**STUNNED** •A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. •The creature automatically fails Strength and Dexterity Saving Throws. •Attack rolls against the creature have advantage.}}|    Unconscious, {{desc=**UNCONSCIOUS** •An unconscious creature is incapacitated (see the condition), can’t move or speak, and is unaware of its surroundings. •The creature drops whatever it’s holding and falls prone. •The creature automatically fails Strength and Dexterity Saving Throws. •Attack rolls against the creature have advantage. •An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage •Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.}}} Also, don't edit this Macro after you have saved it as the } gets formatted into the actual bracket} and breaks the code. Just FYI.
Dave, I just recently acquired (read: stole) a very similar idea which was implemented as an API button in the chat area, which I've found I prefer to Query menus. It looks very similar to what you've produced, but may be an option to look at for you. The link Good luck! M
1596115585

Edited 1596115764
Yuki
Pro
I haven't upgraded to Pro yet, so this was my workaround until I make the leap into Pro with the API. Mainly interested in upgrading because I want my players with Wild Shape to get the token mod script so I'm inching closer! Also the other reason I opted for this path is because it only requires my players to activate one macro vs activating 13+ macros. My code you only need one macro for the roll query as I nested all the would be other macros inside the main one.
Why not just have a journal entry at the top of the journal for Conditions. Drag and Drop the information from the compendium to the tabletop like a token then move the handout to the top and make sure it is visible to all? All they have to do is open it instead of clicking and going threw a macro.
@Kilter I like the macro because it keeps me and other players from having to tab over to the journal when I can keep the chat window with all the rolls/info all in one central location. I hate jumping into the journal or compendium to try to post something to the chat then have to tab back over to the chat when I can do it all from the same window pane.
Hi guys! I updated my code to use the trait template instead. It bugged me that everything was aligned to the center and that some of the longer text lines were difficult to read because they would encroach the sides of the frames making it difficult to read the first/last letter of some lines. &{template:traits} ?{Condition| Blinded, {{name=**BLINDED**}} {{description= •A blinded creature can’t see and automatically fails any ability check that requires sight. •Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.}}| Charmed, {{name=**CHARMED**}} {{description= •A charmed creature can’t Attack the charmer or target the charmer with harmful Abilities or magical Effects. •The charmer has advantage on any ability check to interact socially with the creature.}}| Deafened, {{name=**DEAFENED**}} {{description= •A deafened creature can’t hear and automatically fails any ability check that requires hearing.}}| Frightened, {{name=**FRIGHTENED**}} {{description= •A frightened creature has disadvantage on Ability Checks and Attack rolls while the source of its fear is within line of sight. •The creature can’t willingly move closer to the source of its fear.}}| Grappled, {{name=**GRAPPLED**}} {{description= •A grappled creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. •The condition ends if the Grappler is incapacitated (can’t take Actions or Reactions). •The condition also ends if an effect removes the grappled creature from the reach of the Grappler or Grappling effect, such as when a creature is hurled away by the Thunderwave spell.}}| Incapacitated, {{name=**INCAPACITATED**}} {{description= •An incapacitated creature can’t take Actions or Reactions.}}| Invisible, {{name=**INVISIBLE**}} {{description= •An invisible creature is impossible to see without the aid of magic or a Special sense. For the purpose of Hiding, the creature is heavily obscured. The creature’s location can be detected by any noise it makes or any tracks it leaves. •Attack rolls against the creature have disadvantage, and the creature’s Attack rolls have advantage.}}| Paralyzed, {{name=**PARALYZED**}} {{description= •A paralyzed creature is incapacitated (can’t take Actions or Reactions) and can’t move or speak. •The creature automatically fails Strength and Dexterity Saving Throws. •Attack rolls against the creature have advantage. •Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.}}| Petrified, {{name=**PETRIFIED**}} {{description= •A petrified creature is transformed, along with any nonmagical object it is wearing or carrying, into a solid inanimate substance, usually stone. Its weight increases by a factor of ten, and it ceases aging. •The creature is incapacitated (can’t take Actions or Reactions), can’t move or speak, and is unaware of its surroundings. •Attack rolls against the creature have advantage. •The creature automatically fails Strength and Dexterity Saving Throws. •The creature has Resistance to all damage. •The creature is immune to poison and disease, any poison or disease already in its system is suspended and is not neutralized.}}| Poisoned, {{name=**POISONED**}} {{description= •A poisoned creature has disadvantage on Attack rolls and Ability Checks.}}| Prone, {{name=**PRONE**}} {{description= •A prone creature’s only Movement option is to crawl, unless it stands up and thereby ends the condition. •The creature has disadvantage on Attack rolls. •An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage.}}| Restrained, {{name=**RESTRAINED**}} {{description= •A restrained creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. •Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. •The creature has disadvantage on Dexterity Saving Throws.}}| Stunned, {{name=**STUNNED**}} {{description= •A stunned creature is incapacitated (see the condition), can’t move, and can speak only falteringly. •The creature automatically fails Strength and Dexterity Saving Throws. •Attack rolls against the creature have advantage.}}| Unconscious, {{name=**UNCONSCIOUS**}} {{description= •An unconscious creature is incapacitated (can’t take Actions or Reactions), can’t move or speak, and is unaware of its surroundings. •The creature drops whatever it’s holding and falls prone. •Attack rolls against the creature have advantage due to being prone. •The creature automatically fails Strength and Dexterity Saving Throws. •An Attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the Attack roll has disadvantage •Any Attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature.}}}