Hi There - I make videos about Roll20 and other RPG topics. From time to time, I run games over on StartPlaying startplaying.games/gm/nickolivo I also write urban fantasy, paranormal pulp, and cosmic horror, which you can find on Amazon www.amazon.com/Nicholas-Olivo/e/B005BTI4TY. You can also reach me on Twitter @NickOlivo
this is awesome, is there a way to make it work with the treasure hoard table for example. like one line says 2d6 gems and roll 1d6 times on magic item table a. is there a way to make it roll the number of gems, roll how many times to roll on magic item table and give the results of rolling on the magic item table in one macro?
this is awesome, im only having one issue. I have never used table parser before so maybe I am doing something wrong but I cant change anything on the table Keith made. how do I make changes to it?
Hello great video. I am wondering is there a way to make this macro but have a time limit for the flashlight? Say a person activates the flashlight and then after 30 seconds the macro ends.
Thank you for these videos. You are so clear explaining how these functions work it is very helpful for non-coders. It's a lot but it's presented very well.
Hi Nick, I really want to start using Scriptcards but the idea of replicating them from game to game was holding me back. My question is, if you transmorgrify the character sheet to a new game, do they all update when you make changes or is it only in that one particular game you make the change in and you would have to update that character sheet across all the different games to keep them equal. Thanks!
Does anyone know if autoButtons currently works? I've been trying to get it working all evening, found a script version that compiles, but on generating an attack, it doesn't trigger the buttons
Love the spell turn tracker. I never knew that was a thing and I've been using Roll20 for 8 years. Thanks Nick, learn something new from you every video.
Hi Nick, great Video as always, appreciate your work, you help a ton. I have a question, can you do this with flickering light, just as candles, or does this not work at all?
Glad you liked the vid! The import tool doesn't support flickering lights. While I haven't tried this myself, it is possible to achieve a similar effect using Timmaugh's meta-scripts. He created this video showing how it works - ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-o7-rW_CV6Nw.html (Be sure to look in the description & comments for the code he used) Good luck, and happy gaming!
I’m having issues with this. I can get it to go to my world map but any other map I try to move to I get a message from map change saying it’s not found.
New DM here. Hosted 3 sessions so far. This single video may be the most valuable one I've watched to date. Had to stop half way through to find a note pad so I can add all these shortcuts to my DM board until I memorize them. EPIC. THANK YOU
Nick, I've only just started tinkering with Scriptcards, and one thing I noticed is that it seems really hard to find information on whether you can uses existing templates. I;m not looking for the attck templates per se, but the general background fon'ts and colour schemes etc. Are scriptcards a separate "thing"or is there a simple way that for example, my Call of Cthulhu game, I can just apply the R20 Official CoC Template to a scriptcard output? Or will the Scriptcard format allow me to "emulate" those designs... Got to be honest, formating hasn;t been a priority as I try to learn how it all workos, andit's not exactly an issue. But this video is really helpful for my upcoming Mythras Imperative game as it has no bespoke template... I just remembered the issue I had with the Cthulhu scriptcards output and couldn't find how or where to put the standard template information. It's no understatement to say that Scriptcards ARE indeed a game changer. If someone as "code-illiterate" as me can start figuring it out, anyone can. (But if you ARE as code-illiterate as I am it does take some effort to learn...)
ScriptCards and. the R20 templates are separate, but you might be able to emulate those designs. Thanks for watching, and good luck with your upcoming campaign!
Great video - as always!! I love ScriptCards and am still learning them. My problem is visual. I have multiple visual impairments and struggle with sizing. I would use them more if the output could be more in the format of the standard templates (eg simple, attack, nocattack etc). It would make my life easier. Is that possible?
Glad you liked it! The Roll20 templates and scriptcards are separate from one another, but I think you can specify bigger fonts and styles - I’ll do some research over the next few days and let you know what I find. Happy gaming!
If Kurt wanted to make it even easier - he could make it so ScriptCards attempts to detect a new character with that exact name and create it if it doesn't exist. No different than detecting journals or tables.
That would be up to your GM to share with you what mods they have installed in the game, if they have a character sheet for the template and if they give you permission to create a template - or use the mod. Personally, I let my players know what mods are on installed and what they are allowed to access. We have discussions. If they want to use a mod, we will schedule a test session where I can observe (and backup the game prior to testing).
Yup just like the X Files where Mulder and Scully get horrifically slaughtered in the first episode. I do like the locations that this offers, can accumulate a lot of paper with DG for handouts.
Hi Nick, when I use the first command !Spawn --name|?{Which Monster |Goblin|Orc |Werewolf} --qty|?{How Many} --placement|surround I can't get the tokens to appear. I have all the MODS installed and I place the enemies in the library, I write the name as it appears in the character sheet and I have created the Encounter Token, BUT I can't get it to create the tokens automatically, what can I do?? Thanks for everything and I want to tell you that I love your videos
I don't know where else to ask questions like this: I am interested in creating a macro, writing a script, or both, that would output, along with a player's attack action (including spell attacks), the target creature. I picture whenever a player makes an attack in combat, they would click on their attack from their character sheet and then a prompt would appear for them to select their target creature from any that currently appear in the initiative/turn tracker. So this prompt would have to populate selections from the turn tracker. Is this something you think could work and if so, can you help me do this or create a video on how to do it? I am wondering if the ScriptCards app would help with this. If there is another place for these requests please let me know. Thanks Nick.
@@NickOlivoif you think there is a way for the player’s target to be reported in chat with their attack roll, that’s my goal. I like to save my chat every session or so because it helps with my notes, etc. the only thing missing for me unless I keep track manually is this indication of the PCs target. Thank you for the reply. You are the best.
Hi, Nick. I added this comment to the wrong video a few days ago. I'm using a variation of your script in my current 5E game. Admittedly, I am not very experienced at coding, but I get by well enough to add some scripts to my games. I have been trying to add the token name of the NPC who gives the rumor to the handout. I've tried a number of different approaches, but I think I am missing a step somewhere. I keep getting an error that npcToken is undefined or when the rumor is created the script adds 'undefined' to the handout where I want the name to appear. I know this is all a little vague, but I was wondering if you had any ideas about what I might be doing wrong.
Hi Larry - one (totally untested) approach may be to just append the npc's name to the rumor that gets created in the getRumor function. So, right before the return, you could do something like rumor = npcToken.name + rumor; that would give you something like "Bartender Witches are conducting rituals on the outskirts of town" Hope that helps, let me know how it goes!
How could I alter this macro so that it adds a status effect too, but also clicking the macro again transforms the image back to is OG image and removes the status effect?
I'm trying to make this work with my Elven Accuracy Macro and my Arcane Shots macros to have a tidyer interface, but it does become cumbersome when everything works, until it changes the dropdown menu for a text input. The idea is to have two querys, one for my two EA weapons, and one for my Arcane Shots. Don't know if anyone can help with that :/
Even though these videos are a couple years old,.. they are fantastic for information. I've actually searched for almost this exact function, obviously not using the right search words. I'm just amazed to see Your sub #s are not a lot higher... we need to change that. Great video!! Thanx Muchly!!!
Hey Nick! I'm looking at this parry ability as a possible addition to an NPC that the party would be fighting. I think I would hand wave the focus points and momentum dice, but can this scipt card run off of an NPC statblock that doesn't have the same fields that a PC character sheet has (i.e. "dexterity_mod" and "pb")? If I wanted to auto-calculate the focus points and momentum dice, then I suppose I would also need to consider how to replicate the "class_resource" and the "other_resource" fields. Is this script something that could be handled on the NPC stat blocks, or would I need to create a full character sheet for this particular opponent?
I think I'm realizing that this is a non-issue. Even if the NPC foe in question survives the battle, it likely won't be a recurring foe for a great many combats. I should be able to replace any logic decisions in the Script Card with hard coded values specific to the NPC. That way I don't have to manually do the calculations in session, but I also don't have to rely on logic that is designed to take into account changing stats that, in this case, aren't ever going to be changing. So, I guess, forget I ever brought it up. :)
Great video, but a slightly more complex question -- Is there a way to summon a random monster from a table or through a macro with the spawn command ? For instance, I have a table with a eight beasts, and want to spawn one of these beasts each time the macro executes without having to name them specifically. The table is called Summon-Beast-Low and the beasts are from my Marketplace Library. I want to click on a token and spawn one of these monsters with a sfx. I got everything down except the randomization part as I'm not sure how to refer to a table in this instance.
I think you could use syntax like --qty|[[ 1t[tableName] ]] where tableName is the name of the table. If that doesn't work, I'd say post this question over in the Roll20 forums app.roll20.net/forum/category/46806 and someone there should be able to help.
I tried using this mod and I keep getting a JSON error. The mod added Vector Math, Matrix Math, Path Math, Token Collisions, HTML Builder, Character Sheet Utils, It's a Trap, and It's a Trap 5E upon install. Now I am confused as to which one might be causing the error. I am on the Jumpgate, using D&D default sheet.
I'm not sure about that, sorry. I'd say post this issue over on this forum - app.roll20.net/forum/category/46806 - and someone there may be able to help.
I'm trying to add the {sf_generic} one to my macro. My code rolls work with the default template, but not with the sf one... The sf shows the template and the title of the template, but then the rest of the template (where the roll would be shown) is blank. Given, I'm brand new to how this works, so if anyone has any tricks or explanations for why this is happening, I'd love to hear your suggestions.
Happy to help. To keep things simple, try just running this line. &{template:sf_generic} {{name=My Name}}{{title=My Title}}{{r1name=My Roll Name}}{{r1=[[1d20]]}} If that works, then the issue is somewhere in the nested query. When you nest queries like this, you'll need to replace a bunch of the square brackets and curly brackets and pipes with their corresponding HTML codes, as is described here. The other thing to know about these sorts of queries is that if you paste the code into a new macro and save it, the macro will function. If you open that macro again, the escaped HTML characters will be converted to their regular characters, and if you save it at that point, you'll be saving those characters in the macro rather than the HTML escape sequences that are required for making the macro work.
Silly me tried this on the new Jumpgate and realized after the fact that effects are not available there yet. Hopefully they will add it soon. Thanks for another awesome video and great info.
I wish I had this video back when I started. Even though the information is mostly things I have bumbled my way into learning, I still learned something new. Thank you.
Amazing as always! Your videos are more helpful than you know. I not only learned some new information about tooltips, but solved another issue I was having. The way you explain things is so easy to follow and you don't skip the "obvious" things that some other specialists seem to do. Keep these videos coming please!
One small edit - when you fixed your second script, you never added the call to the library like you did in the first and third scripts. I know that doesn't _really_ matter, but it is something that you didn't do or mention (like you did for the first one). People may be prone to say "I did my script like your second one and it didn't work" all because you didn't say to add the library at the top. I know it's a small thing, but there are people who wouldn't know their hand from their foot if they weren't reminded.