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Overview of the Select Manager Mod for Roll20 

Nick Olivo
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This video shows how to use the Select Manager mod in Roll20. Note that a Pro account is required in order to do this.
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26 июл 2024

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Комментарии : 19   
@Kemaba42
@Kemaba42 2 месяца назад
As always, your delivery and explanations are spot on. You have single handedly changed my Roll20 experience. PLEASE keep these coming! I wish I had your knack for explaining things. Maybe then I could teach my kids bookkeeping without all of us all pulling our hair out. ;)
@NickOlivo
@NickOlivo 2 месяца назад
Thanks for the kind words! Happy gaming!
@keithcurtis
@keithcurtis 9 месяцев назад
Once again, very succinctly turning the mysterious into clarity. Nicely done!
@NickOlivo
@NickOlivo 9 месяцев назад
Thanks, Keith!
@DC-oh7uu
@DC-oh7uu 8 месяцев назад
I have watched 2 videos and had to subscribe immediately exactly what I’ve been looking for in terms of making roll20 more efficient without confusing myself in the process
@miguletio9175
@miguletio9175 8 месяцев назад
Niiick! You would be a life saver doing an Character Sheet Overview of Alien RPG or Tales from The Loop!
@Dyanosis
@Dyanosis 9 месяцев назад
There's a small graphic glitch when you switch to your "Sponsored by Roll20" screen.
@RegalMasquerade
@RegalMasquerade 9 месяцев назад
A question I have is that is there a way to get all of the summoned Imps rolled into initiative relatively quickly after they are summoned, been trying to figure out how to do something similar without needing to have them all loaded into EncounterHelper beforehand
@NickOlivo
@NickOlivo 9 месяцев назад
Yep! You can use Group Initiative and Select Manager for that. !group-init{&select Imp*} (Make sure there's no space between !group-init and the select manager statement)
@Dyanosis
@Dyanosis 9 месяцев назад
Normally pets/spawns/summons take their turn immediately after their master/summoner/leader. So you wouldn't *need* to roll their init.
@RegalMasquerade
@RegalMasquerade 9 месяцев назад
@@NickOlivo My god thank you, this has been eating at me for the past week
@NickOlivo
@NickOlivo 9 месяцев назад
Glad I could help! Happy gaming!
@RegalMasquerade
@RegalMasquerade 9 месяцев назад
@@Dyanosis I know, but there was a specific instance where I needed it during a large battle in which a wide and scattered group of creatures that were not meant to participate were then dragged in and needed to roll for them individually since they were all neutral parties turned hostile against both the party and what the party was initially in combat with
@urdaanglospey6666
@urdaanglospey6666 9 месяцев назад
How would we automate removing the yellow marker when they're healed? (Or at the start of the gnoll's turn, depending on how, exactly, that power works?)
@NickOlivo
@NickOlivo 9 месяцев назад
You could use token mod for that - !token-mod --set statusmarkers|-yellow This command removes the yellow status marker from the selected token.
@Dyanosis
@Dyanosis 9 месяцев назад
To add to what Nick said - your macro would look like the following if you wanted it to remove the yellow marker after a gnoll is healed. Note, these are 2 separate lines in your macro, not one. !token-mod --set bar1_value|+5! {&select Gnoll*,+bar1 > 0,-yellow} !token-mod --set statusmarkers|-yellow {&select Gnoll*,+bar1 > 0,yellow}
@Dyanosis
@Dyanosis 9 месяцев назад
If you wanted it to happen at the start of the gnoll's turn, I think you could pair this with the "OnMyTurn" script to have something happen on the gnoll's turn. However, I don't use, nor am I very familiar with, OnMyTurn. But Nick has a video on how it's used. You could check that out to see if that does what you want. Ultimately, just have 2 macros: One that heals gnolls that don't have the yellow marker One that removes the marker (then you can do it whenever you like).
@timmaughsroll2031
@timmaughsroll2031 9 месяцев назад
@@Dyanosis Just a small correction, here... the reference to "yellow" in the second statement's {&select} syntax should start with a "+" if you want to require it (the "-" means "must not have" and the "+" means "must have"). For the statement as written it's not a big thing because the statement is meant to remove the yellow marker from a token; if a Gnoll doesn't have the yellow token, you won't notice it *not* being removed... but it could come into play for other types of statements where you really do want to limit your selected tokens to only those who have a marker. Also, if SelectManager doesn't see a "+" or a "-" to start the item, it thinks you want it to find a token that fits that item's pattern (for instance, a token named "yellow"). So the full explanation of the second statement's {&select} syntax (above) would be: select all tokens beginning with "Gnoll" and also the first token you find named "yellow", while making sure that the token has a bar1 value greater than 0. That could lead to unexpected results if you actually have a token named "yellow"!
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