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Automating Lair Actions in Roll20

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Nick Olivo

Nick Olivo

Күн бұрын

This video shows how to automate D&D 5e lair actions in Roll20. Note that a Pro account is required to use the OnMyTurn operations described.
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/w gm [[20 &{tracker}]]
&{template:traits} {{name=Magma}} {{source=Red Dragon Lair}} {{description=Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser’s area must make a DC 15 Dexterity saving throw, taking [[6d6]] fire damage on a failed save, or half as much damage on a successful one.}}
&{template:traits} {{name=Tremor}} {{source=Red Dragon Lair}} {{description=A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.}}
&{template:traits} {{name=Volcanic Gas}} {{source=Red Dragon Lair}} {{description=Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.}}
/w gm &{template:npcaction} {{rname=Lair Actions}} {{description=[Magma](~Red Dragon Lair|Magma)
[Tremor](~Red Dragon Lair|Tremor)
[Volcanic Gas](~Red Dragon Lair|Volcanic-Gases)
}}
Forum post for the OnMyTurn code: app.roll20.net...

Пікірлер: 42
@ShannonFerguson
@ShannonFerguson Жыл бұрын
You are brilliant! Your suggestions are fantastic and really help keep the game manageable for the DM. Thank you!
@NickOlivo
@NickOlivo Жыл бұрын
Thanks for the kind words! Happy gaming!
@johnhollwayii5338
@johnhollwayii5338 Жыл бұрын
Amazing work! As usual. In a lng battle like a dragon fight, having the lair actions pop up in as menu options will save time in what will be a slog of a battle. Thank you!
@NickOlivo
@NickOlivo Жыл бұрын
Thanks for the kind words, John! Happy gaming!
@Paul-nn9oj
@Paul-nn9oj Жыл бұрын
Loved all your macros, FX, & rollable tables. Ive made interactive map, and interactive handout the cities with rollable random rumors, NPC's for hire. Its spelljammer, so I even made random solar system generator. Love adding effects into the macro so when a cannon shoots it sends a beam of smoke. My Trap token image is rollable, i put a crack in the 1st transparency image so players have a chance to spot a floor trap without rolling perception lol
@NickOlivo
@NickOlivo Жыл бұрын
Glad the videos have been helpful! Happy gaming!
@CaptnJack
@CaptnJack Жыл бұрын
This is awesome! Ill be checking out your other vids!
@serosen-yx1ci
@serosen-yx1ci Жыл бұрын
Excellent presentation. I'm glad that you explained the free method first. Kudos!
@Dyanosis
@Dyanosis Жыл бұрын
He always shows the free version so people, who don't have pro accounts, can see what they need to see without the fluff. One of the few creators who gives a shit what people see vs what they want the viewer to see.
@Molch78
@Molch78 Жыл бұрын
Will use that for easier Trap usage on dungeons. But now i have to find out how to to automate movement of tokens too. Nevertheless, thank you again, there is always something to learn or some inspiration in your videos!
@APL314159265
@APL314159265 Жыл бұрын
there is an API called Token Control that will automate tokens to loop. You can use Token-Mod to move them, it is actually easier to move them manually though.
@Molch78
@Molch78 Жыл бұрын
@@APL314159265 I found that already. Problem with Token-Control and Token Patrol are they only move by real time interval, while I need a mod that moves them per initiative or per button click. when the lair has its turn. Still, thank you very much for the suggestion. It isn't easier to move them manually if you have a dungeon with a lot of moving traps that repeat their movement and have to be precise.
@Dyanosis
@Dyanosis Жыл бұрын
@@Molch78 To be fair, why are your traps moving? Traps are normally "set and wait", like a spike trap. They aren't monsters that can move. Unless by "traps" you mean "ambushes", then you'd be correct. The problem with moving tokens, which TheAaron has ranted about and many of us are upset about, is that you can't specify a grid to move to. It's easy enough to calculate where grid squares are (and I've come up with a few tricks of my own to moves things around, not using token-mod or Token Patrol), but literally no way, through Roll20, to move a token there. For instance, I created a teleport/travel script that uses MapChange's API to move a target or move all targets to a specific map and spawn their token on a "spawn token" that I've placed on that map. The problem is what if I want to put multiple spawn tokens on the map? How do I indicate, to the player, that there are multiple locations they could choose? Like "stairwell" or "front-door" or "middle of the forest" without a whole slew of nested checks with pop up windows needing to ask where they're going? To do this, I created a Character called "Spawn Point", gave it an image (I just use the image of the teleportation circle spell), and then created a token and placed it on the GM Layer of each map. Then, when my players want to travel to a map, that I've set as a map they can move to on their own (like shops or their base), it deletes their token from the map they're on, moves their "page" to the correct map, spawns their token (with the help of SpawnDefaultToken), and then pings their token (after ~1.5 seconds to account for lag) so they are immediately brought to their token. But that was actually a far amount of work to set up (the script itself to do all of this isn't terrible, especially if I clean it up a bit), but putting down all the spawn points and then making the rollable table entries for the maps and then writing the macro (which I automated to be created for each player) is a pain. I used macros like Teleport, Map Change, and SpawnDefaultToken for inspiration (Teleport is what gave me the idea to use a specific token that I could easily search for on each map). So what I'd suggest, since you want tokens that can move, is to make a Character that's specifically for a certain type of trap. Then, place tokens for that character at each spot that it should "move to". Then create a script that, on its turn, will find one of those tokens and then set its position to that token's location. Easier said than done, but it seems straight forward enough and might be what you're looking for. Though it really depends on what logic you're using the move your traps around. Btw, the idea of putting down multiple tokens and then setting your token's location to one of the other token's positions is inspired by how Token Patrol's code (which can be found on github, btw). Though it uses paths and actually simulates moving the token around. My way would be "it's here and then it's there" with no animation. I'd be interested in hearing what you're actually trying to achieve as that seems moderately interesting to try to make happen. Lastly, I'd check/post on the Roll20 forums for potential solutions. There are tons of scripts out there that aren't "official" (aka published to the API library).
@betterrpg
@betterrpg Жыл бұрын
There's a template?! THANKS NICK!
@plopesvet
@plopesvet Жыл бұрын
Great
@jcbrown00
@jcbrown00 Жыл бұрын
First like! Thanks for the great explanation, Nick!
@NickOlivo
@NickOlivo Жыл бұрын
Glad it was helpful! Happy gaming!
@deadman-3964
@deadman-3964 Жыл бұрын
Hey Nick, another suggestion for you is adding a rotating 360 pointer arrow to tokens to show their point of view? Could be helpful for those situations where players need to see where enemy line of sight is focused.
@Dyanosis
@Dyanosis Жыл бұрын
Technically you could just rotate the token yourself to indicate that. You could also just draw an arrow (or use the measuring tool) to indicate the direction something is facing. Adding effects to tokens like you're suggesting is pretty difficult. Especially because we, the scripters, don't know if you're using a token with a face or a full on creature token (think seeing a portrait of a goblin vs seeing a top down view of the same goblin). One of those can easily show which direction they're facing while the other can't.
@Paul-nn9oj
@Paul-nn9oj Жыл бұрын
I Homebrewed Spelljammer for 5E, to show token facing I just made extra token markers with arrows facing the 8 directions (I use square grid map) Note: Make 2 sets of stealth & wing token markers (left&right wing) so you can hit a number when selecting each one to show double digit stealth roll and fly height
@Sadiebubs
@Sadiebubs Жыл бұрын
Hopefully i'll get around to being familiar enough with roll20 to automate most of the calculations.
@gispry
@gispry Жыл бұрын
oooo a a fellow dungeon alchemist enjoyer
@NickOlivo
@NickOlivo Жыл бұрын
Indeed. :) It's a great tool.
@Dark_Jester89
@Dark_Jester89 Жыл бұрын
Interesting concept, having to copy it manually seems tedious, it'd be interesting if the maps could come generated with the lair actions already in them or a menu list that you can add pre-generated lair actions.
@Dyanosis
@Dyanosis Жыл бұрын
You could write a script that detects NPCs with lair actions it automatically adds something to the turn tracker (at turn 20) and puts their actions into a menu, like Nick did.
@Dyanosis
@Dyanosis Жыл бұрын
Nick: "2 heroes that are in for a really interesting afternoon" Uh... Nick... Those "heroes" have 10 and 13 HP. That dragon has 546. I think "interesting" is a bit of an understatement. Either that, or we're about to watch an episode of one of those animes (like Fairy Tail) where fighting dragons is what "weak side characters" do best.
@NickOlivo
@NickOlivo Жыл бұрын
lol - or, maybe it'll be an "interesting" anime...
@Dyanosis
@Dyanosis Жыл бұрын
Also, small correction - @9:49 you say that "OnMyTurn" is case sensitive, but that's incorrect. If you look at 9:08, you'll see that the "findObjs" call passes the option "caseinsensitive: true". So any variation of "OnMyTurn" will work. Probably to account for the fact that not everyone wants/cares to spell things an exact way. Although, it would be correct to say that the ability name needs to contain only the words "onmyturn", aka no additional characters (like spaces, commas, hyphens, etc).
@NickOlivo
@NickOlivo Жыл бұрын
Good catch! You are correct. Thanks for watching! :)
@sherriechris730
@sherriechris730 Жыл бұрын
Hey Nick, thank you for all the great videos. I have a question that is a little off topic for this video, however it comes from one of your older videos--specifically the Summon Spiritual Weapon video of about three years ago. Has Roll20 changed in any way that the API doesn't bring in the image? I have recently found this video and have installed your script from github. The chat entry works and the holy burst works. However the token image does not appear. I have copied the URL as you directed and changed "original" to "thumb" and then changed that line in your API with it. Could you possibly help me with this?
@NickOlivo
@NickOlivo Жыл бұрын
Hi there - can you post the line of code with the image in it?
@GreenStag
@GreenStag Жыл бұрын
Great work as always. Can the players see the initiative for the Lair Action in the turn tracker when rolled on the GM layer?
@NickOlivo
@NickOlivo Жыл бұрын
Thanks for the kind words! And I believe the initiative for tokens on the GM layer is hidden from the players. Happy gaming!
@telboy007
@telboy007 Жыл бұрын
They appear slightly translucent and as Nick says the players can't see them and so will expect to start their go if they're next in line afterwards - you might want to distract them if you don't want them realising there is something else going on. :D
@Dyanosis
@Dyanosis Жыл бұрын
@@NickOlivo It is, indeed, hidden to players. And, as @telboy007 mentioned, players have no idea there's anything there. I often have to remind my players that I'll let them know when it's their turn, as sometimes I'll run ambushes and my players are like "cool, time to cast spells" and I have to say "wait wait". This is especially frustrating because I've taken a lot of time to set up SmartAOE scripts for most of their spells so some of my players really jump the gun and start putting their spells on the screen and I'm like "Wait. It's not your turn yet."
@dacriaxvgr
@dacriaxvgr Жыл бұрын
By any chance you have planned a video about complex macros for features like elven accuracy?
@NickOlivo
@NickOlivo Жыл бұрын
I've got you covered - kzfaq.info/get/bejne/iM9_fZqnv5mlf6c.html
@Davefacestation
@Davefacestation Жыл бұрын
I'm starting to feel like the lack of clarity in the titles about this needing Pro is to encourage clicks...
@NickOlivo
@NickOlivo Жыл бұрын
Nope. Like it shows in the vid, you can set up all the macros for the actions and lair action initiative count without the need for a pro account. Thanks for watching and happy gaming.
@APL314159265
@APL314159265 Жыл бұрын
when I do the descriptions I like to bold (**text**) the saves and Italicize (*text*) other salient points in the text. I try to send as much information as possible to the players. Someday you should show me how to automate the damage application, I use: !token-mod --set bar1_value|[[ {(@{selected|bar1}-[[?{Damage|0}]]),0}kh1 ]] --report all|"/em {name} takes ?{Damage|0} damage.🩸-" as a macro now.
@NickOlivo
@NickOlivo Жыл бұрын
That seems like a cool macro, Al! If you're looking to apply damage to a bunch of tokens at once, you can use GroupCheck and Apply damage together. I show those here - kzfaq.info/get/bejne/aK-YnpmcrN6ohHU.html Thanks for watching and happy gaming!
@APL314159265
@APL314159265 Жыл бұрын
@@NickOlivo thanks
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