It'll pull from an amazon URL, but the key here is that the player banner needs to be on the active page. If you're a DM and you're hopping between pages (or testing, or whatever), the "ring" won't work. It will only be on the page with the red "Players" banner. (This caused me a lot of confusion as I tested encounters.)
when i use the turnmarker he moves on top of the character markers and kinda obscures them, in your video it moves below the other markers, how can i achieve this?
Hm. 3 questions. 1.) Is there I way to set the token marker to Map Layer? Whenever I set group conditions, the marker image gets the condition as well. 2.) How is your turn order (in the chat) showing the names of the icons? Mine doesn't do this. It just says current player's and previous player's turn. 3.) Instead of having the previous turn, and the current turn, how can I change the code, so it represents the current turn, and then the NEXT turn. Or all three? thanks
@@NickOlivo do you think the person who wrote the code is still active enough to give insight to the other questions? I’ll make the change to number 2 and see if it helps!
have you run into issues with your invisible tokens for turn order with these such as the aura showing or the turn order tracker displaying their presence?
I think if you have the token on the GM layer the marker will jump to the corner of the map rather than to the token itself. It should be one of the settings available in the TurnMarker API.
@@NickOlivo So you're recommending moving it to the other layer rather than using a multi-sided token for invisibility if you have the aura script enabled then? (I'm still learning all of these tools to prep for my first R20 game as a DM. sorry if I ask strange questions)
I much prefer the hp script that changes the color of the characters token to display health vs the aura. The aura script gets in the way of using other auras.
After about a year long hiatus from running a game and playing on Roll20, I find these 3 scripts amazing. I used to use a turn meter one that was similar that you reviewed. I remember my only complaint about it is that it would highlight tokens on the GM lair and players would know there was an unseen mob and know roughly where it was. Will that toggle on TurnMarker1 remove that effect? Thanks again for your videos!
Glad the vids have been helpful! There is a setting in Turnmarker1 that will do what you’re looking for, app.roll20.net/forum/post/931415/script-turnmarker-turn-token-highlight-round-counter-player-advance-command-turn-announce-plus-spiny-graphics-if-you-want-them that link has all the documentation. Good luck and happy gaming!
Turn Marker is awesome, but it conflicts with Combat Master. Combat Master is a great API for automating and improving status effects; Combat Master will also marks the current player's turn and the next player's turn (which is where the conflict comes in).
Yeah, Combat Master has a *ton* of stuff, and a lot of people love it. If you want an all in one, definitely go for that. If you just want turn tracking, TurnMarker is the way to go. But you've just given me an idea for a future video! :)
I'm curious if this is a lighter weight solution than Combat Master. My games seem to lag a bit when I have a decent sized encounter in Combat Master. To be fair, there are a lot of other things that could be the culprit I guess.
@@matthewfarmer4364 My experience is that dynamic lighting and graphic file sizes cause significantly more lag than APIs (YMMV). Before you nix any APIs, I would recommend the following: (1) Turn off dynamic lighting for all NPCs that are not emitting light, such as carrying a torch (the DM doesn't need it...the players don't see it...causes massive amounts of lag when there are a lot of NPCs on the VTT even if the map is set to daylight); (2) Use JPGs for maps instead of GIFs and reduce the map file size before uploading whenever possible (I also recommend not using Roll20's convertor for Adobe files as Roll20 converts those into GIFs for some reason). If lag is still an issue, I recommend (3) Turning off Explorer Mode (Roll20 says that they reduced the lag it creates, but it still creates lag). Of course, other sources of lag exist like server lag which is exasperated during peak hours (e.g., Friday & Saturday nights) or when Roll20 pushes updates (which seems to be mostly Mondays & Tuesdays, but I'm not sure on that).
Hi Nick, really good API you give us here, after the end of the video I put them inmediatly in my current campaing. There's some API to track the duration of torchs, or rage for example? I know that I can add them manually in the turn tracker but when they reach the same turn of one of the other participants the turns jump down and skip some characters and things get a little messy. tyvm man your videos are great
The second half of this vid talks about an API that can add things to the tracker, but I'm not sure if this will give you better results m.ua-cam.com/video/IArm4PYAIws/v-deo.html
More of these! Everytime you post one I look like a hero at the following session.
You are the best Roll20 teacher, IMO, thanks for the tips!
I love the scripts you find. Absolutely love the latter two of these so far in testing.
Thanks man, you’re the reason I go pro on Roll20
Thanks for the info, super helpful.
I'd be interested in a 'must-have API' list
Yay! A new video!
Love the Aura/ Condition API script, found it a few years ago and use it for my Demon Gate games. Now I cannot run a game without it.
I really consider now a pro subscription. Thanks Nick for this Video!
On the "Turn Marker" script..where do you get the marker? Right now it doesn't display anything on screen to show whose turn it is.
It'll pull from an amazon URL, but the key here is that the player banner needs to be on the active page. If you're a DM and you're hopping between pages (or testing, or whatever), the "ring" won't work. It will only be on the page with the red "Players" banner. (This caused me a lot of confusion as I tested encounters.)
@@TheBierp Thanks
@@TheBierp this was driving me crazy XD thank you so much!
So turnmarker1 seems to missing something...I do not see the orange circle around it?
is there something else I need to do?
figured it out...needs to be on page with the player banner :)
when i use the turnmarker he moves on top of the character markers and kinda obscures them, in your video it moves below the other markers, how can i achieve this?
Awesome tips. I’ll be adding these.
Hm. 3 questions.
1.) Is there I way to set the token marker to Map Layer? Whenever I set group conditions, the marker image gets the condition as well.
2.) How is your turn order (in the chat) showing the names of the icons? Mine doesn't do this. It just says current player's and previous player's turn.
3.) Instead of having the previous turn, and the current turn, how can I change the code, so it represents the current turn, and then the NEXT turn. Or all three?
thanks
Hi Brannen - I'm not sure about 1 or 3, sorry. For #2, I think that's because I have the names visible to characters.
@@NickOlivo do you think the person who wrote the code is still active enough to give insight to the other questions?
I’ll make the change to number 2 and see if it helps!
Yes, The Aaron wrote Turnmarker1 and is very active on the forums.
I cant get the Round marker to appear and or move around. I'm a bit new to APIs.
nm the ribbon was on the start page *facepalm*
Your baby steps approach to Its a Trap would be awesome!
I'll look into it, thanks for the heads up!
the turn marker is working with the exception of the ring around the player whose turn it is. any solutions?
Is the player ribbon on that page?
@@NickOlivo I solved it. Actually it was an issue with the script. I needed to change the auto turn from false to true. Great vids. Keep it up
I do love the scripts you go find. The 'TurnMarker' one doesn't seem to show the orange circle for me.
Nor me. Everything else about it works just no aura
Turns out that script only works on the page that has the player ribbon. If you move the ribbon, does that help?
@@NickOlivo I had the same problem but moving the player ribbon worked. thanks!
My turnmarker1 animation isn’t working 😢
Is the player ribbon on the same page that you're running combat on?
@@NickOlivo it was that! Thx Nick!
How do you reset TurnMarker1 rounds? If I do a couple combats it starts on the round my last combat ended on
Hi Urzoth - you can use this command !tm reset to reset the round counter. Happy gaming!
Love the Aura/Tint! When I try to bring up the Turn Marker command menu, it is grayed out and I cannot change any of the boxes.
Is the player ribbon on the same page that you're running the combat on?
@@NickOlivo yes
have you run into issues with your invisible tokens for turn order with these such as the aura showing or the turn order tracker displaying their presence?
I think if you have the token on the GM layer the marker will jump to the corner of the map rather than to the token itself. It should be one of the settings available in the TurnMarker API.
@@NickOlivo So you're recommending moving it to the other layer rather than using a multi-sided token for invisibility if you have the aura script enabled then? (I'm still learning all of these tools to prep for my first R20 game as a DM. sorry if I ask strange questions)
Nick, how did you do the aura HP for all the skeletons but only one was was affected by the Hp change?
Hi Joel - you need to set them up as mooks, which is shown in this vid m.ua-cam.com/video/lOoW3LYHCuA/v-deo.html
Hi, Nick. I enjoy your videos. Please consider making a video on combat master, thanks
I much prefer the hp script that changes the color of the characters token to display health vs the aura.
The aura script gets in the way of using other auras.
I'm not familiar with that one - I'll have to check it out. Thanks!
After about a year long hiatus from running a game and playing on Roll20, I find these 3 scripts amazing.
I used to use a turn meter one that was similar that you reviewed. I remember my only complaint about it is that it would highlight tokens on the GM lair and players would know there was an unseen mob and know roughly where it was.
Will that toggle on TurnMarker1 remove that effect?
Thanks again for your videos!
Glad the vids have been helpful! There is a setting in Turnmarker1 that will do what you’re looking for, app.roll20.net/forum/post/931415/script-turnmarker-turn-token-highlight-round-counter-player-advance-command-turn-announce-plus-spiny-graphics-if-you-want-them that link has all the documentation. Good luck and happy gaming!
Turn Marker is awesome, but it conflicts with Combat Master. Combat Master is a great API for automating and improving status effects; Combat Master will also marks the current player's turn and the next player's turn (which is where the conflict comes in).
Yeah, Combat Master has a *ton* of stuff, and a lot of people love it. If you want an all in one, definitely go for that. If you just want turn tracking, TurnMarker is the way to go. But you've just given me an idea for a future video! :)
I'm curious if this is a lighter weight solution than Combat Master. My games seem to lag a bit when I have a decent sized encounter in Combat Master. To be fair, there are a lot of other things that could be the culprit I guess.
@@matthewfarmer4364 My experience is that dynamic lighting and graphic file sizes cause significantly more lag than APIs (YMMV). Before you nix any APIs, I would recommend the following:
(1) Turn off dynamic lighting for all NPCs that are not emitting light, such as carrying a torch (the DM doesn't need it...the players don't see it...causes massive amounts of lag when there are a lot of NPCs on the VTT even if the map is set to daylight);
(2) Use JPGs for maps instead of GIFs and reduce the map file size before uploading whenever possible (I also recommend not using Roll20's convertor for Adobe files as Roll20 converts those into GIFs for some reason).
If lag is still an issue, I recommend
(3) Turning off Explorer Mode (Roll20 says that they reduced the lag it creates, but it still creates lag).
Of course, other sources of lag exist like server lag which is exasperated during peak hours (e.g., Friday & Saturday nights) or when Roll20 pushes updates (which seems to be mostly Mondays & Tuesdays, but I'm not sure on that).
Hi Nick, really good API you give us here, after the end of the video I put them inmediatly in my current campaing. There's some API to track the duration of torchs, or rage for example? I know that I can add them manually in the turn tracker but when they reach the same turn of one of the other participants the turns jump down and skip some characters and things get a little messy. tyvm man your videos are great
The second half of this vid talks about an API that can add things to the tracker, but I'm not sure if this will give you better results m.ua-cam.com/video/IArm4PYAIws/v-deo.html
Hey Nick, Nice name :) I know this video is like 2 years old, but the audio seems to be out of sync from the video.