Overview of the Select Manager Mod for Roll20

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  • Опубліковано 28 лис 2024

КОМЕНТАРІ • 19

  • @keithcurtis
    @keithcurtis Рік тому +4

    Once again, very succinctly turning the mysterious into clarity. Nicely done!

  • @DC-oh7uu
    @DC-oh7uu Рік тому +1

    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

  • @Kemaba42
    @Kemaba42 6 місяців тому

    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  6 місяців тому

      Thanks for the kind words! Happy gaming!

  • @miguletio9175
    @miguletio9175 Рік тому

    Niiick! You would be a life saver doing an Character Sheet Overview of Alien RPG or Tales from The Loop!

  • @Dyanosis
    @Dyanosis Рік тому

    There's a small graphic glitch when you switch to your "Sponsored by Roll20" screen.

  • @urdaanglospey6666
    @urdaanglospey6666 Рік тому

    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  Рік тому +2

      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 Рік тому +1

      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 Рік тому

      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 Рік тому

      @@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"!

  • @RegalMasquerade
    @RegalMasquerade Рік тому

    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  Рік тому +2

      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 Рік тому

      Normally pets/spawns/summons take their turn immediately after their master/summoner/leader. So you wouldn't *need* to roll their init.

    • @RegalMasquerade
      @RegalMasquerade Рік тому

      @@NickOlivo My god thank you, this has been eating at me for the past week

    • @NickOlivo
      @NickOlivo  Рік тому

      Glad I could help! Happy gaming!

    • @RegalMasquerade
      @RegalMasquerade Рік тому

      @@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