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magnimar:roll20 [2016/12/31 13:44] sammagnimar:roll20 [2019/04/28 13:58] (current) sam
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 ===== Macros ===== ===== Macros =====
  
-There are a number of macros which might be useful to people, plus there's a few I have made standard for everyone (they begin with an exclamation mark, e.g. !Initiative) since I want everyone to use these rather some other ways of doing something.+There are a number of macros which might be useful to people, plus there's a few I have made standard for everyone (they begin with an exclamation mark, e.g. !Initiative) so they appear first if sorting alphabetically, which as GM makes it really easy for me.
  
 These macros tend to make use of either character sheet options, or some of the API scripts I have enabled. These macros tend to make use of either character sheet options, or some of the API scripts I have enabled.
 +
 +Note that when I say 'Macro', this can either be a global macro, or an Ability on a character. Character abilities only apply to a specific character, and are only displayed at the top when a token for that character is selected. Macros are more generic, and can appear at the bottom all the time.
 +
 +==== Combat ====
 +
 +=== Start Combat ===
 +
 +Provides a quick and easy way to start a new combat, adding the selected tokens to a new initiative track. Any existing initiative track is cleared.
 +
 +<code>
 +?{Start New Combat|Normal,!pfstartcombat|Surprise 10,!pfstartcombat 10|Surprise 20,!pfstartcombat 20}
 +</code>
 +
 +=== Modify Combat ===
 +
 +This adds (or removes) tokens from an existing initiative track.
 +
 +<code>
 +?{Add to Combat|Normal,!pfaddtocombat|Have Surprise,!pfaddtocombat -100|Surprised,!pfaddtocombat 100|Surprise by Stealth,!pfaddtocombat ?{Perception DC&#125;|Surprise by Bluff,!pfaddtocombat ?{Sense Motive DC&#125; Sense-Motive|Make Surprised,!pfsetstatus Surprised|Give Surprise,!pfsetstatus Surprise|Leave Combat,!pfleavecombat}
 +</code>
 +
 +Note the &#125; in the macro. This is important (it represents an embedded '}'). Unfortunately, every time the macro is edited, this is expanded to be '}', which breaks the macro. It will need to be changed back before saving any changes.
 +
 +=== Actions ===
 +
 +This provides some actions for making tokens ready an action, or delaying or undelaying them.
 +
 +<code>
 +?{Delaying Action|Delay,!pfinitflag current D|Ready,!pfinitflag current R|Undelay Selected,!pfundelay}
 +</code>
 +
 +Delay / Ready - The current //active// token (in the turn order) will be marked as delayed or readied.
 +
 +Undelay - The current //selected// token will be undelayed or unreadied. If they are readied, then they will move to above the current acting token, if they are delayed, they will be moved to after the current active token.
 +
 +==== GM Tools ====
 +
 +<code>
 +?{GM Toolbox|Naming,!pfname|Hitpoints,!pfhitpoints|Hitpoints (low),!pfhitpoints low|Hitpoints (high),!pfhitpoints high|Hitpoints (max),!pfhitpoints max|Heal,!pfheal ?{Healing&#125;|Stabilise,!pfstabilise @{selected|token_id}|Treasure,!pftreasure|Missions,!pfmissions|All Missions,!pfmissions whisper }
 +</code>
  
 ==== !Initiative ==== ==== !Initiative ====
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 <code> <code>
-%{selected|attacks_buttons_macro}+@{selected|attacks-macro}
 </code> </code>
  
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 <code> <code>
-%{selected|spellclass-0-book}+@{selected|spellclass-0-book}
 </code> </code>
  
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 <code> <code>
 [[?{Roll|d20,d20|Take 10,10|Take 20,20}]] [[?{Roll|d20,d20|Take 10,10|Take 20,20}]]
 +</code>
 +
 +If you want a limited number of macros, then the following super-macro allows you to select which sets of skills to roll. The first item on the list are //Common// skills, which are the sort of skills which are rolled regularly. The rest are broken down by category.
 +
 +<code>
 +?{Select Skill Group|Common,!pfskills Common-Skills [[d20]] Acrobatics;Climb;Bluff;Diplomacy;Disable-Device;Perception;Sense-Motive;Stealth;Survival|Expert,!pfskills Expert-Skills [[d20]] Artistry*;Craft*;Profession*|Knowledge,!pfskills Knowledge-Skills [[d20]] %Intelligence;Knowledge-Arcana;Knowledge-Dungeoneering;Knowledge-Engineering;Knowledge-Geography;Knowledge-History;Knowledge-Local;Knowledge-Nature;Knowledge-Nobility;Knowledge-Planes;Knowledge-Religion;Linguistics;Spellcraft;Lore*|Movement,!pfskills Movement-Skills [[d20]] Acrobatics;Climb;Escape-Artist;Fly;Ride;Swim|Rogue,!pfskills Rogue-Skills [[d20]] Appraise;Disable-Device;Disguise;Perception;Sleight-of-Hand;Stealth;Survival;Use-Magic-Device|Social,!pfskills Social-Skills [[d20]] %Charisma;Bluff;Diplomacy;Handle-Animal;Intimidate;Sense-Motive;Perform*}
 </code> </code>
  
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 <code> <code>
-!describe @{target|token_id}+!pfdescribe @{target|token_id}
 </code> </code>
  
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 If the token has any particular status effects on them, then it will also output these after the description. This includes current hitpoint status, and effects such as stunned, fatigued or nauseated. If the token has any particular status effects on them, then it will also output these after the description. This includes current hitpoint status, and effects such as stunned, fatigued or nauseated.
 +
 +=== Tactics ===
 +
 +The following is a GM macro for outputting the tactics of a character. Useful when combat is about to begin and you want a reminder of how that particular creature fights.
 +
 +<code>
 +@{selected|NPC-whisper} &{template:pf_block} @{selected|toggle_accessible_flag} @{selected|toggle_rounded_flag}{{color=@{selected|rolltemplate_color}}} {{header_image=@{selected|header_image-pf_block}}} {{character_name=@{selected|token_name}}} {{character_id=@{selected|character_id}}} {{subtitle}} {{name=Tactics}} {{before=**Before Combat:** @{selected|npc-before-combat}}} {{during=**During Combat:** @{selected|npc-during-combat}}} {{after=**Morale:** @{selected|npc-morale}}}
 +</code>
 +
  
 === Status === === Status ===
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 <code> <code>
-!token-mod --set statusmarkers|!?{What status|Blind,bleeding-eye|Haste,fluffy-wing|Aura,aura|Confused,screaming|Entangled,fishing-net|Exhausted,sleepy|Fatigued,half-haze|Frightened,broken-heart|Grappled,padlock|Nauseated,radioactive|Panicked,half-heart|Paralyzed,cobweb|Prone,arrowed|Shaken,chained-heart|Sickened,drink-me|Slow,snail|Stablized,green|Staggered,pummeled|Stunned,interdiction}+!pfsetstatus ?{What status|Bleeding|Blind|Confused|Dazzled|Entangled|Exhausted|Fatigued|Frightened|Grappled|Helpless|Invisible|Pinned|Nauseated|Panicked|Paralyzed|Prone|Shaken|Sickened|Slowed|Stabilized|Staggered|Stunned|Unconscious|Dead} ?{Value} 
 + 
 +!pfunsetstatus ?{What status|Bleeding|Blind|Confused|Dazzled|Entangled|Exhausted|Fatigued|Frightened|Grappled|Helpless|Invisible|Pinned|Nauseated|Panicked|Paralyzed|Prone|Shaken|Sickened|Slowed|Stabilized|Staggered|Stunned|Unconscious|Dead}
 </code> </code>
  
-It is possible to use the usual status list directly from the token, but using this macro guarantees consistency between actual Pathfinder effects across all the macros and APIs, e.g. the Describe macro listed above. They don't automatically link to effects on the character sheet.+It is possible to use the usual status list directly from the token, but using this macro guarantees consistency between actual Pathfinder effects across all the macros and APIs, e.g. the Describe macro listed above. If possible, they will try to link to effects on the character sheet, as long as there is a link for the HP from the token to the character.
  
 ===== APIs ===== ===== APIs =====
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 === Initiative === === Initiative ===
  
-A single API command can roll initiative for all selected tokens, or for your character if no token is selected. This can be typed into the chat window, and it is exactly the same as the macro.+A single API command can roll initiative for all selected tokens, or for your character if no token is selected. This can be typed into the chat window, and it is exactly the same as the macro. The Dexterity of the character is added as a fractional modifier for tie breaking.
  
 <code> <code>
 !pfinit !pfinit
 +</code>
 +
 +If an optional argument is passed, then this is used as the roll. This is designed for use when using Roll20 as a tabletop aid, and players are rolling their own initiative for the GM to fill in within Roll20. The dexterity score is then added as a fractional modifier.
 +
 +<code>
 +!pfinit <roll>
 </code> </code>
  
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 !pfdmg <hp> !pfdmg <hp>
 </code> </code>
 +
 +This will do the specified number of hp in damage, and output a result if the character is moderately or heavily wounded, or dying or dead.
  
 To do nonlethal damage to a token, just type: To do nonlethal damage to a token, just type:
  
 <code> <code>
-!pfdmg <hp> non+!pfdmg <hp> nonlethal
 </code> </code>
 +
 +Again, the specified number of hp of nonlethal damage will be done. You can actually just shorten the second argument to 'n' if you want.
  
 If no token is selected, it will try to work out which token is yours. If no token is selected, it will try to work out which token is yours.
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 </code> </code>
  
 +=== Heal ===
  
-The following API commands can be used from the chat window. Generally, if no tokens are selected and the player if not GM, then the command is run against all the tokens that belong to character that belongs to the player.+Heals token specified amount of damage.
  
-  * **!pfdmg** - Does specified damage to all selected tokens, or to the player's own tokens if none are selected. A second parameter can apply nonlethal damage. +<code> 
-  * **!pfheal** - Completely heals all selected tokens, or the player's own tokens if none are selected. Also removes any negative status effects. +!pfheal <hp> 
-  * **!pfstabilise** - Makes a stabilisation check for the selected tokens. Works out the difficulty, makes the roll, does damage and kills/stabilises the token as necessary. Designed for NPCs. +</code>
-  * **!pfsaves** - Makes a saving throw roll for the selected tokens. Can specify Fort, Will or Ref. Can also specify the DC, damage and half damage and also status effects on failure.+
  
 +Your new hitpoints will be capped to your maximum hitpoints. If you don't specify a number of hitpoints, it will not only fully heal you, but also remove any status effects on the token (such as blindness, stunned etc).
 +
 +=== Saving Throws ===
 +
 +Makes a saving throw for the selected character, or your character if none are selected.
 +
 +<code>
 +!pfsaves ref
 +!pfsaves fort
 +!pfsaves wil
 +</code>
 +
 +This will simply roll the specified saving throw. The ref, fort or wil can be spelt out in full (e.g. reflex) if you really want to.
 +
 +If you want, you can also specify the DC as the second argument, and in which case it will tell you whether you succeed or failed. If multiple characters are selected, a flag symbol will be placed on all tokens that failed.
 +
 +For an even more advanced use (and these features were really written for GM use), you can specify the effects that happen on success/failure. e.g.:
 +
 +<code>
 +!pfsaves ref 14 30 15
 +!pfsaves wil 17 stunned
 +!pfsaves fort 15 20 10 blind
 +</code>
  
 +The above will, in turn, make a ref save, taking 30 damage if you fail, 15 if you succeed; make a will save DC 17 or be stunned; make a fortitude save DC 15 or take 20 damage and be blinded, or take 10 damage on a save.
  
 +Since these can be applied to multiple selected tokens, they are most useful for the GM.
magnimar/roll20.1483191859.txt.gz · Last modified: 2016/12/31 13:44 by sam