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CombatMaster 2.0

1649010434
The best I can do with this is leave a copy of the "off map" tokens on the main map, add 100 to the initiative of the "off map" tokens (or as many hundreds needed to sort the all out, [if you are running combat on that many maps you may need counseling]), Switch maps only when the whole map will be involved, I usually provide a "camera" token, so the others can watch as it keeps them from mischief while "off map" combat is resolved.
1649094254
Is there a Way that a combat master condition provides a token action while it is active?
1649117250

Edited 1649117272
Victor B.
Pro
Sheet Author
API Scripter
No on token action, but you can invoke an API.  Token mod for example.  Or charsetattr.  
1649126266
is there a place i should look to see how to do that?
Victor B. said: Version 2.48 found here&nbsp; <a href="https://github.com/vicberg/CombatMaster" rel="nofollow">https://github.com/vicberg/CombatMaster</a> Fixed the end of round marker.&nbsp; It's now showing up again.&nbsp;&nbsp; Fixing the end of round marker fixed the roll initiative each round issue.&nbsp; It's now re-rolling initiative when you set the roll each round to true under initiative menu.&nbsp;&nbsp; Going to beg TheAaron to commit to repo.&nbsp; That's a mystery to me.&nbsp;&nbsp; I'm going to take a deeper look at concentration/spells logic.&nbsp; It's a bit buggy.&nbsp;&nbsp; Has this been updated to the script in Roll20?
1649289688
Victor B.
Pro
Sheet Author
API Scripter
No one click isn't updated.&nbsp;
1649319026

Edited 1649319695
Bug: versions 2.47 (line 1106) and 2.48 (line 1104) have an error in the initialization of the state for a condition: tageted : false , "tageted" [sic] instead of "targeted". There are 2 user-level workarounds - 1. export the settings to text editor, global replace "tageted" with "targeted", then re-import. 2. toggle the "targeted" setting for all/any new condition to the desired setting (eta): second workaround added
1649327599
As far as I can tell the "Use Marker" setting controls whether the players can see the markers (i.e. are they place on the token layer or the GM layer) rather than activating/disactivating the functionality Is there any way to switch the current/next turn marker functionality off so the markers are not used at all?
1649457005

Edited 1649495294
I might be missing something... I can see ways to stop the timer (timer=stop) and pause the timer (timer=pause) but no command to re-start it. What !CMaster command do I need to use to restart the timer I have paused?
1649765203
For anyone having trouble with round announcements and centering on tokens I managed to get those features working by installing libline in the oneclick scripts. Some people sounded like they were having similar issues so I hope this helps others.
Francesco said: I might be missing something... I can see ways to stop the timer (timer=stop) and pause the timer (timer=pause) but no command to re-start it. What !CMaster command do I need to use to restart the timer I have paused? You should be able to do the command for "Next Turn" to restart timers (Play button)
1650129696
david m. said: For anyone having trouble with round announcements and centering on tokens I managed to get those features working by installing libline in the oneclick scripts. Some people sounded like they were having similar issues so I hope this helps others. I think this problem happens when you're testing the script, but you're not on the "active" page (map).
1650345593
Victor B.
Pro
Sheet Author
API Scripter
Round announcements are working.&nbsp; Yes you need to have the player ribbon on the map you are testing against.&nbsp; A mistake made by pretty much everyone and can't be fixed due to Roll20 architecture.&nbsp;&nbsp;
1651369912
I have a challenge I'm hoping to get some help on.&nbsp; I just started using Combat Master and I'm really loving it especially allowing my players to advance their own turn, what a game changer.&nbsp; I only have one issue and that is how to remove tokens from Combat Master as they die.&nbsp; I have tried moving them to the map layer, which removes them from the Roll20 turn tracker, but it doesn't remove them from combat master's advance turn function.&nbsp; So as the fight goes on, I must advance through dead tokens to get to the next live one.&nbsp; It isn't a massive issue but in some fights with lots of minions it can be a pain. Is there a command I can use to manually remove them, maybe with tokenmod?&nbsp; Do I have something setup incorrectly?&nbsp; I have not changed any settings from default.&nbsp; I don't know where the order is being stored so I am not sure how to hack it. Any help or workaround would be appreciated.&nbsp; Thanks!
1651375902
Victor B.
Pro
Sheet Author
API Scripter
In the turnorder remove the token, that removes from Combat Master.&nbsp;&nbsp;
1651380663
I have a challenge there.&nbsp; I have another macro that auto moves token to the map layer when they hit 0 hp.&nbsp; It removes it from the turn order visually, but it is still there behind the scenes so Combat Master seems to continue tracking it.&nbsp; That is why I'm looking for an alternative way.&nbsp; Otherwise I have to move it back manually, remove it, then move it back to map layer.&nbsp; I was hoping for a more elegant solution or a setting that says only track token layer objects I am missing.
Adam J. said: I have a challenge there.&nbsp; I have another macro that auto moves token to the map layer when they hit 0 hp.&nbsp; It removes it from the turn order visually, but it is still there behind the scenes so Combat Master seems to continue tracking it.&nbsp; That is why I'm looking for an alternative way.&nbsp; Otherwise I have to move it back manually, remove it, then move it back to map layer.&nbsp; I was hoping for a more elegant solution or a setting that says only track token layer objects I am missing. Roll20 Architecture doesn't allow that.&nbsp; But you can simply hover over the dead guy, and hit the delete trash can on the turn tracker - everything memmed to that token is lost, you would have to roll initiative back in to do anything with the dead token once it's initiative order is deleted.
1651494051

Edited 1651494446
Trying to set it up so that when I add an Enlarged condition it uses TokenMod to increase the scale of the selected token. This is the API call I'm putting in but it's not doing anything: {{!token-mod {{--ids tokenidentifier}} {{--set scale|*2}}}} EDIT: Nevermind, forgot the playerID completely, after adding substitutions the correct API call is ofc:&nbsp;{{!token-mod {{--api-as playeridentifier}} {{--ids tokenidentifier}} {{--set scale|*2}} }}
1651966626
I am having an issue with Roll each round.&nbsp; I have been using combat master for a while. I started a new campaign it will not roll each round no matter what I do.&nbsp; Even with the same version on my other campaigns (2.47) that work, it will not do it.&nbsp; I have the exact same scripts and the exact same settings on all.&nbsp; Roll each round is set to true but still works like it is set to false.&nbsp;&nbsp; And in fact when I stop and start a combat it adds combatants twice.&nbsp; for example if I have 1 PC and 1 Monster, the 2nd time i start combat I end up with 2 of the same PC and 2 of the same monster in the turn order.&nbsp; That is not a big deal but I want the "roll each round" to work.&nbsp; The only thing I notice is there is now round tracker on the one that does not work.&nbsp;&nbsp; any ideas? could it be something with the map or the PCs themselves?
1651986131
Renbukai said: I am having an issue with Roll each round.&nbsp; I have been using combat master for a while. I started a new campaign it will not roll each round no matter what I do.&nbsp; Even with the same version on my other campaigns (2.47) that work, it will not do it.&nbsp; I have the exact same scripts and the exact same settings on all.&nbsp; Roll each round is set to true but still works like it is set to false.&nbsp;&nbsp; And in fact when I stop and start a combat it adds combatants twice.&nbsp; for example if I have 1 PC and 1 Monster, the 2nd time i start combat I end up with 2 of the same PC and 2 of the same monster in the turn order.&nbsp; That is not a big deal but I want the "roll each round" to work.&nbsp; The only thing I notice is there is now round tracker on the one that does not work.&nbsp;&nbsp; any ideas? could it be something with the map or the PCs themselves? Hi mate, try updating to 2.48, I believe it was fixed in that version (further up in the thread). I don't use the feature myself so not 100% sure. <a href="https://github.com/vicberg/CombatMaster" rel="nofollow">https://github.com/vicberg/CombatMaster</a>
1651987706
Victor B.
Pro
Sheet Author
API Scripter
2.48 fixes.&nbsp; End of turn marker which is used for roll each round wasn't correctly being set.&nbsp;&nbsp;
1652105932
YES!&nbsp; thank you very much.&nbsp; thought I just might have been doing something wrong but could not figure out what.&nbsp; It is weird that it was just working in some of my other campaigns.&nbsp; Thank You!&nbsp;
1652284702
Hi,&nbsp; I'm having trouble with changing my initiative attributes. It says: Initiative Attr&nbsp; ��� Accepts a comma delimited list of attributes that make up initiative. The attribute name must match the attribute names in the character sheet. So in my case that would be: 'dexterity,dexterity_bonus,alert,initiative_mod'. But when I type that in it only registers dexterity. Thanks in advance for the assistance ^^
1652413861

Edited 1652414760
Victor B.
Pro
Sheet Author
API Scripter
Look at your char sheet and make sure you are referencing the correct attributes.&nbsp; There may be a summary of values that you aren't referencing.&nbsp; You do need to reference attributes as defined in the char sheet.&nbsp; For warhammer, I referenced multiple fields, comma delimited, and it did work because warhammer 4e was very crunchy like that.&nbsp;&nbsp;
1652444124
Thanks for the response. I'm not sure what you&nbsp; mean by a summary of values that I'm not referencing? The sheet has an attribute called initiative_calc which gives NaN as initiative attribute when rolled. I know that initiative_calc consists of dexterity + dexterity_bonus + alert + initiative_mod. All of those work individually as initiative attributes but, when I try to enter them all as a list it only uses the first entry on that list. So the input alert,initiative_mod,dexterity,dexterity_bonus results in only alert being used as an initiative attribute. I'm using Pokerole Vesion 2 as my sheet btw (in case that helps)
1652480822
Victor B.
Pro
Sheet Author
API Scripter
I seem to remember that to use a summary field, it can't be a field that a char sheet calcs, it has to be a sheet worker.&nbsp; This is coming back to me.&nbsp;&nbsp; Make sure that none of those fields are calced fields.&nbsp;&nbsp;
1652741400

Edited 1652741576
I figured it out! As I'm quite new to API stuff, I didn't realize that I had to use {{...}} to make a list. Now I won't ever forget I guess ^^ Anyway, thanks for the help (even though it wasn't that useful to my noobish mistakes)
1654216424
Eric
Pro
Hi, I just installed the CombatMaster API and I'm not seeing a round counter when I start combat. All I've done so far is configure some conditions, any idea what might be causing this?&nbsp;
1654222943
Eric
Pro
Never mind. I installed the version from GitHub and it resolved the issue.&nbsp;
1654225219
Victor B.
Pro
Sheet Author
API Scripter
make sure the player ribbon is on page your are testing
How can I get CM to look at concentration from the 5olg character sheet?