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Need help Making Global power Buff

1754632066

Edited 1754632145
I am trying to make a way to increase the HP and power ”IE” attack/damage Saves/ AC exacta of all monsters in game. With a way increase those stats just by changing some small factor. this is using the 5e 2014 Character sheet. I first tried linking  stats from one token threw a +@{Bob| Dexterity} and while it works on an attack macro like this Hit: 6 (6+@{ Bob| Dexterity }) piercing damage. It dose not seem to be possible as far I can tell to work on the Attributes & Abilities page in a specific field like this. Hp Field  10+@{Bob|hp} /10+@{Bob|hp} Other ideas I have had was to add a Global Modifier that adds those stats but I am not sure how to make a macro that adds say like 10 hp and 2 Ac to all monsters. Another thought was to have some stat increasing items that could be equipped across all monsters with just a click of a button or a toggle switch though I’m not sure how to do that either. In fact my first idea with linking one token to all other tokens was to make stat gear that could be equipped and unequipped to change the power of all monsters linked. But since that’s not working maybe I can just equip all monsters with items. Any ideas or ways to do that would be very helpful. Thank you.
1754633477

Edited 1754633514
Gauss
Forum Champion
Hi Stephen B.,  In short, this is not possible without an API Script.  The D&D 5e 2014 by Roll20 sheet has calculations on the PC side, but not many calculations are on the NPC side.  HP is not a calculated value, neither is AC. Global Modifiers do not factor in either.  With Attacks and Damage you can include attributes for calculations.  My suggestion would be to use the Mod (API Script) called ChatSetAttr to make those changes, but that requires a Pro account. 
Thank you for that information. I currently have a Pluss Account and dont mind upgrading if it helps me do the things i want to do. I'm not sure what API Scripts are can you tell me more about them? I have some minor knowledge with scripting using AHK an a like. were would i find ChatSetAttr?
1754635438

Edited 1754635566
Gauss
Forum Champion
There are a lot of API Scripts that are already pre-created for folks to use.  To find API Scripts, first get the Pro account. Then go to Roll20.net, click the name of your game, click Settings, and there you will find the API Scripts button. You can choose from a selection of scripts, or create a new one. Some examples of what is possible: ChatSetAttr allows you to modify the stats on a Character Sheet. That works fine for AC since most NPC tokens have their AC bars linked to their Character Sheet.  Here is an example of that: !modattr --sel --npc_AC|+2 This will add 2 to the AC.  BUT, that won't work for HP or if the token's AC bar is not linked to the sheet's npc_AC.  For bars that are not linked to an attribute you want the script TokenMod instead.  It is basically the same thing, but affects tokens instead of Character Sheets.  !token-mod --set bar1|+10 bar1_max|+10 Those are the basic concepts. From there we can make just about anything you want to do. If you decide to get a Pro account and go this route let me know and I can work with you to get you set up the way you want.
1754681608

Edited 1754686429
So my general idea is to have an open world dungeon crawl game were players can complete any part of the wolrd in any order, but after completing an area the power of all other area increases. and use a mile stone leveling system. So i would like to have pre-made and populated maps and then a way to toggle or check box on to increase the power to all monsters in my monster journal. So if the players  cleared 3 areas then all monsters would get 3 buffs  and all i have to do is open up a map and everything is already upgraded. I would most likely just being using basic lower level monsters pulled out of the roll 20 compendium for most of the trash fights but with custom legendary/hero NPC for bigger fights. By just changing the monster Journal token it should update all monsters already placed on maps?  
1754686718
Gauss
Forum Champion
With TokenMod you can select multiple tokens to adjust them all at once. 
thank you, just watched a video on it as well. ill defiantly  reach out if i need any help.
Thank you for all your help. So far i have been able to change the AC of a giving named monster using this Macro  Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} !setattr --name Skeleton --npc_AC|15 it works well but i need to make sure i change my Bar 2 attribute to npc_ac, not a big issue.  I was able to follow up a change to the Hp of monster using this macro here, Though i do have to use the macro once to make a set bar1 Attribute in the npc attribute page first be for i could select it in bar 1 slot Normal 0 false false false EN-US X-NONE X-NONE /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-priority:99; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin-top:0in; mso-para-margin-right:0in; mso-para-margin-bottom:10.0pt; mso-para-margin-left:0in; line-height:115%; mso-pagination:widow-orphan; font-size:11.0pt; font-family:"Calibri","sans-serif"; mso-ascii-font-family:Calibri; mso-ascii-theme-font:minor-latin; mso-hansi-font-family:Calibri; mso-hansi-theme-font:minor-latin; mso-bidi-font-family:"Times New Roman"; mso-bidi-theme-font:minor-bidi;} !setattr --name Skeleton --npc_AC|15   --set bar1|13 bar1_max|13   --set bar1|13   though i am having an issue were it sets the first bar1 to 13 bar1_max|13, so i used a follow up set bar to fix the issue, is there a way to fix it so i don't have to do that? I am still trying to find how to change saving throws of the hot key saves on the monster character page, do you know what attribute i need to change to effect those?
1754958373

Edited 1754959106
Gauss
Forum Champion
Stephen B. said: Thank you for all your help. So far i have been able to change the AC of a giving named monster using this Macro  !setattr --name Skeleton --npc_AC|15 it works well but i need to make sure i change my Bar 2 attribute to npc_ac, not a big issue.  I was able to follow up a change to the Hp of monster using this macro here, Though i do have to use the macro once to make a set bar1 Attribute in the npc attribute page first be for i could select it in bar 1 slot !setattr --name Skeleton --npc_AC|15   --set bar1|13 bar1_max|13   --set bar1|13   though i am having an issue were it sets the first bar1 to 13 bar1_max|13, so i used a follow up set bar to fix the issue, is there a way to fix it so i don't have to do that? NPC tokens should not have the HP bar connected to the Character. Make sure you are using TokenMod instead of ChatSetAttr for NPC token's HP. Stephen B.  said: I am still trying to find how to change saving throws of the hot key saves on the monster character page, do you know what attribute i need to change to effect those? @{npc_str_save_base} (replace str with dex, con, int, wis, or cha for the others)
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Edited 1754959591
Gauss said: Stephen B. said: I am still trying to find how to change saving throws of the hot key saves on the monster character page, do you know what attribute i need to change to effect those? @{npc_str_save_base} (replace str with dex, con, int, wis, or cha for the others) Found it its the  strength_mod Changing the npc_str_save_base dose not seem to effect the hotkey saving tows on NPC character page  Edit  Found it its the strength_mod
1754959896

Edited 1754960204
Gauss
Forum Champion
It was changing the saving throws on my end. Were you making the changes with the character closed then opening to verify? If you have it open the change may not display until you close and re-open. (Because there is more going on than just changing the value, the sheet has to decide to then display the saving throw, that may require closing and re-opening.) Edit: s trength_mod isn't the strength saving throw. It is the strength modifier itself. 
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Edited 1754960442
Gauss said: It was changing the saving throws on my end. Were you making the changes with the pages closed then opening to verify? Edit: s trength_mod isn't the strength saving throw. It is the strength modifier itself.  I was making the change on the Attribute and Ability page. Though changing the modifier and the saving throw is basically the same thing for pretty much all but a few small cases for NPC's for the game im making. Unless there is a global saving mod i can change?
1754961152
Gauss
Forum Champion
Even if you are making it on the Attribute and Ability page you need to close the sheet and re-open it for the save to be displayed. The sheetworker needs a change to function.  Step 1: Make the change to npc_str_save_base Step 2: Close the character Step 3: open the character. This will force the sheetworker to determine that there is now a value present and thus display the save field.  Also, are you using Token Action Maker to make buttons for your NPCs? If not I strongly suggest it. 
Gauss said: Even if you are making it on the Attribute and Ability page you need to close the sheet and re-open it for the save to be displayed. The sheetworker needs a change to function.  Step 1: Make the change to npc_str_save_base Step 2: Close the character Step 3: open the character. This will force the sheetworker to determine that there is now a value present and thus display the save field.  Also, are you using Token Action Maker to make buttons for your NPCs? If not I strongly suggest it.  No i have just been using what ever macro was on the NPC page pulling it right out of the compendium, right now i was just testing things. Is Token Action Make another API script?
1754961982
Gauss
Forum Champion
It is a script that makes macros with a single command.  Go to the desired map (page), select all the tokens, type !ta into the chat. Viola! all the characters have Token Action macros.  Clean them up as desired (it turns every 2014 NPC field into a token action, some are not required and thus you can disable those)
Gauss said: It is a script that makes macros with a single command.  Go to the desired map (page), select all the tokens, type !ta into the chat. Viola! all the characters have Token Action macros.  Clean them up as desired (it turns every 2014 NPC field into a token action, some are not required and thus you can disable those) ohh thats really kool.
1755005201
timmaugh
Forum Champion
API Scripter
Stephen B. said: !setattr --name Skeleton --npc_AC|15   --set bar1|13 bar1_max|13   --set bar1|13   though i am having an issue were it sets the first bar1 to 13 bar1_max|13, so i used a follow up set bar to fix the issue, is there a way to fix it so i don't have to do that? I just wanted to follow up on this one command... "bar1" is a shorthand reference to the WHOLE of bar1 (both current and max), and so you can use it to set both values at once to the same value : bar1|13 (sets both current and max to 13) Alternatively, you can use the "bar1_value" or "bar1_current" (for the current value of bar1) and "bar1_max" (for the max value of bar1) separately; this is especially helpful if you need to set different values to those fields: bar1_value|10 bar1_max|13
1755026175
Gauss
Forum Champion
Oops, that was my bad. Early on I forgot about that and used bar1. Thanks Timmaugh. :)