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Difference between revisions of "Script:5th Edition Greyhawk Initiative"

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(Adding Players' Characters)
(Setup)
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There is currently a limit of 1 character per player and every player you have added must participate in every round of combat. So if a player is not present for a game, or a specific round of combat, you will have to remove them and add them back once they playing again.
 
There is currently a limit of 1 character per player and every player you have added must participate in every round of combat. So if a player is not present for a game, or a specific round of combat, you will have to remove them and add them back once they playing again.
  
Add each player to the script with: <code>!gi setPlayerCharacter "Player Name" "Character Name"</code>
+
Add each player to the script with: <code>!gi setPlayerCharacter "[Player Name]" "[Character Name]"</code>
  
 
Here is an example for my game with Charlie, Mike, and Lima:
 
Here is an example for my game with Charlie, Mike, and Lima:
Line 13: Line 13:
 
  !gi setPlayerCharacter "Lima" "Ja'ab Chaimlu"</code>
 
  !gi setPlayerCharacter "Lima" "Ja'ab Chaimlu"</code>
  
To remove a player use: <code>!gi removePlayer "Player Name"
+
To remove a player use: <code>!gi removePlayer "[Player Name]"</code>
 +
 
 +
==== Creating the Macros ====
 +
This is the long part. You will have to create about 20 macros for your and your players. Depending on what rules you are using there will be more. I name all of the macros starting with "GI-" so that all of the macros will automatically be sorted together, to help with organization. You can name them whatever you want, the name doesn't matter. If you add all of the macros to your macro bar you can then rename and color-code them for easy use.
 +
 
 +
[ insert picture here]
 +
 
 +
===== GM Macros =====
 +
 
 +
{|
 +
| Roll Round || <code> !gi rollRound </code> || Takes all of the actions for every character in the round, rolls them together, and updates the initiative tracker. This automatically checks to make sure all players are ready and will not let you roll until they are.
 +
|-
 +
| Reset Round || <code> !gi resetRound </code> || Marks every initiative 0 and will remove all character actions so that players and monsters can roll from scratch for the next round.
 +
|-
 +
| Get Ready Players || <code> !gi getPlayersReady </code> || Either returns a list of all players that have not hit the "Ready!" button or returns "Everyone is Ready" if that is the case.
 +
|-
 +
| Start Monster Initiative || <code> !gi startMonsters </code> || This will start the monster initiative procedure. It will highlight the "current" monster and all other actions selected will be added to this monster. When you are done you can select "Next Monster" to move down the list. All monsters will be chosen from the initiative list.
 +
|-
 +
| Next Monster Initiative || <code> !gi nextMonster </code> || Selects the next monster or, if you're on the last monster already, will unselect the monsters.
 +
|-
 +
| Get Monster Actions || <code> !gi getmonsteractions </code> || Outputs the current monster's currently selected actions.
 +
|-
 +
| Reset Monster Actions || <code> !gi resetMonster </code> || Resets the current monster's actions to nothing.
 +
|-
 +
| Add Monster Action || <code> !gi addMonsterAction [dice] "[name of action]" || Adds the specific action with the chosen dice to the current turn for the current monster.
 +
|}

Revision as of 00:19, 13 October 2017

Contents

Setup

Getting the players set up and creating all of the macros you need to use this script will take about 20 min. The goal of this script is to make the actual combat flow as smoothly as possible, so all of the work is front-loaded so you don't have to worry about anything once you actually start playing. You only have to do this setup 1 time per game.

Adding Players' Characters

There is currently a limit of 1 character per player and every player you have added must participate in every round of combat. So if a player is not present for a game, or a specific round of combat, you will have to remove them and add them back once they playing again.

Add each player to the script with: !gi setPlayerCharacter "[Player Name]" "[Character Name]"

Here is an example for my game with Charlie, Mike, and Lima:

!gi setPlayerCharacter "Charlie" "Shrock Tem"
!gi setPlayerCharacter "Mike" "Lend Khi"
!gi setPlayerCharacter "Lima" "Ja'ab Chaimlu"

To remove a player use: !gi removePlayer "[Player Name]"

Creating the Macros

This is the long part. You will have to create about 20 macros for your and your players. Depending on what rules you are using there will be more. I name all of the macros starting with "GI-" so that all of the macros will automatically be sorted together, to help with organization. You can name them whatever you want, the name doesn't matter. If you add all of the macros to your macro bar you can then rename and color-code them for easy use.

[ insert picture here]

GM Macros
Roll Round  !gi rollRound Takes all of the actions for every character in the round, rolls them together, and updates the initiative tracker. This automatically checks to make sure all players are ready and will not let you roll until they are.
Reset Round  !gi resetRound Marks every initiative 0 and will remove all character actions so that players and monsters can roll from scratch for the next round.
Get Ready Players  !gi getPlayersReady Either returns a list of all players that have not hit the "Ready!" button or returns "Everyone is Ready" if that is the case.
Start Monster Initiative  !gi startMonsters This will start the monster initiative procedure. It will highlight the "current" monster and all other actions selected will be added to this monster. When you are done you can select "Next Monster" to move down the list. All monsters will be chosen from the initiative list.
Next Monster Initiative  !gi nextMonster Selects the next monster or, if you're on the last monster already, will unselect the monsters.
Get Monster Actions  !gi getmonsteractions Outputs the current monster's currently selected actions.
Reset Monster Actions  !gi resetMonster Resets the current monster's actions to nothing.
Add Monster Action  !gi addMonsterAction [dice] "[name of action]" Adds the specific action with the chosen dice to the current turn for the current monster.