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Create player-controllable "time bombs" in Roll20 games that count down and detonate when added to the Turn Tracker.

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TimeBomb

This Roll20 script allows for the creation of "time bombs" in Roll20 games. You can grant players control of the Bomb for moving it on the map. When you add a Bomb to the Combat Tracker it will count down each round to zero. This detonates the Bomb, sending an effect dialog to all players and replacing the Bomb token with a graphic representation of that detonation.

Note: TimeBomb will not count down if using a combat management script like Combat Master or Combat Tracker where you allow the script to advance the Turn Tracker itself. You must use the "Next Turn" button in the Turn Tracker. To use TimeBomb with Combat Tracker, for instance, turnoff Combat Tracker's Announce Turns or disallow players from using the "Done with Round" button.

Set Up

TimeBomb requires two tokens: A "Bomb" token and a "Result" token. The Bomb token provides the number of rounds to start the countdown and the detonation chat effects. The Result token is a graphic representation of the detonation effect. Once you have set up your Bomb and Result tokens (see below), select both of them and use the !bomb create command.

Bomb Token

Place a graphic on the VTT to represent your Bomb. Enter "Bomb" in the first Bar 1 field to designate it as the Bomb token. This token can be controlled by any number of players if desired, and the token name can be revealed to players as you see fit.

The Bomb's timer is round based. If you wish it to detonate after six rounds, enter "6" in the token's first Bar 2 field. This number will decrement by one each round. On reaching zero, the Bomb will detonate. If no number is provided, it will default to 10.

The detonation chat effects are stored in the Bomb token's GM Notes field. You can give as much information as you wish here, depending on your Bomb and what should happen once it's detonated. An alternative option is to use a roll template. This allows you to provide a melee or magical attack dialog with rolled damage, saving throw links/buttons and any other information you like that matches a familiar format.

If not using a roll template, you can still provide die roll expressions that will be executed whenever the Bomb is detonated. In your effect description, surround your die expression in @ signs, i.e. @1d8+2@. You may use as many die expressions as you want and each will be evaluated separately. You should not use @ signs for any other purpose or it will give unintended results.

Result Token

Place a token on the VTT to represent the graphic effects of your Bomb. This could be a fireball, fallen debris, etc. Size and place this token as needed relative to the Bomb token. This relative location is stored for later detonation. If your Result token is centered on the Bomb token, for instance, the Result token will still be centered when the Bomb is detonated no matter where the Bomb was moved.

By default, the Result token will be placed below player tokens on the map layer. This allows the players to see the Bomb's effect and still access their tokens. If you wish to place the Result token over all player tokens, enter "tokens" into the second Bar 1 field.

Starting the Countdown

The Bomb you created will sit quietly until you add it to the Turn Tracker. If the Tracker is not open, TimeBomb will open it for you. To add a Bomb to the Tracker, select the Bomb token and use the !bomb add command. Do not use any other method of adding tokens to the Tracker.

You can add as many Bombs to the Turn Tracker as you wish, and each will count down as their turn comes up.

Detonation

When a Bomb's counter reaches zero in the Turn Tracker, it will detonate. This replaces the Bomb token with the Result token, sends the chat effect to all players, and removes the Bomb from the Turn Tracker. The GM will also receive a dialog with buttons to hide the Result token (sending it to the Dynamic Lighting layer) if desired, or to reset the Bomb. Resetting a Bomb allows it to be added to the Turn Tracker again.

Detection and Disarmament

Because of the many possible Bomb variants, detection and disarmament procedures are strictly left up to the GM. If you allow a Bomb to be disarmed while counting down in the Turn Tracker, you can simply delete it from the Tracker. If you want to let a failed disarm attempt to subtract rounds from the timer, the Bomb's Tracker entry can be edited like any other item.

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Create player-controllable "time bombs" in Roll20 games that count down and detonate when added to the Turn Tracker.

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