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Is there a possibility for duplicate "mooks"?

1445414923

Edited 1445415115
Is there a way to make mooks fully functional copies of characters or to copy character tokens somehow such that they have their own full set of attributes and functions? I am really surprised this is not the way how mooks works :( All the cool macros, character sheet functions, token actions fail obviously on a mook currently.
1445417144
Gen Kitty
Forum Champion
Take a read through this, see if it helps you at all: <a href="https://wiki.roll20.net/Linking_Tokens_to_Journals" rel="nofollow">https://wiki.roll20.net/Linking_Tokens_to_Journals</a> Ask questions after you've read through that and played around with some character sheets and tokens.
1445418997

Edited 1445423884
I have read that, but a mook token is missing all abilities and character related abilities from what I have seen. It does only have its own basic variables like the 3 bars but not character sheet related new variables or manually added abilites or am I wrong? And there is no equivalent for&nbsp;@{selected{ which means the way the system currently works it breaks many scripts many abilities. If the mook system would simply create a copy of the original character everything would still work and I don't see any drawback beside the additional memory usage on the server.
1445430233

Edited 1445430748
The Aaron
Roll20 Production Team
API Scripter
It sounds like you don't have the token of the Mook representing the Mook character. &nbsp;Here's how Mooks generally work: 1) have a character for the Mook type (say, kobold) with all the stats and abilities those Mooks all have in common (saves, skills, abilities, etc) 2) have a Mook token which Represents that character (has the represents field set to the Mook character. 3) have a Mook's bars NOT represent that Mook character's fields (unless they don't change, such as AC). With that setup, you can drag out 20 Mooks and individually damage them (their bars are not linked to the Mook Character's hit points), and still activate their abilities, such as from the Token Action bar (they are still representing that Mook Character).
1445437728

Edited 1445437890
You misunderstood me. The mook character does point to the same character in the journal, which means, either I unlink it, which breaks the connection and therefore it is no real mook, missing all the abilities OR I do link it, which means if scripts like !ammo do magic on the character variables, its the same set of character variables? The mook would need a copy of variables for its OWN set of variables. I use !ammo really A LOT for every kind of tracking which wouldn't be possible without writing scripts. I use it for 3 different types of life bars on a shadowrun character including overflow damage from hp_track_1 to hp_track_2 to hp_track_3 if one of the bars is full. I then copy those values back to the bars with token_mod. All that with !ammo and clever use of min/max functions. Also I do track actual ammunation, recoil, etc.&nbsp; Would it be possible to create "character-mook"-script which does the following: ON token dragged into game IF character == mook (by a variable on the character_sheet, e.g. a checkbox or a manually added variable) DO copy character, let token represent copy of character ON token deleted IF character == mook DO delete represented character Because this way mooks could be real characters with ALL features.
1445439037
DK Heinrich
Marketplace Creator
Sheet Author
how many of these mooks do you use? would it be possible to just copy the character and rename, keeping them all as characters (once you dont need them you can delete them or drag them to a 'storage' game via the transmogifer.&nbsp;
Its a mook, so it would be like having 10 characters of each type. Like having 10 goblins, 10 orks, 10 skeletons, etc for each possble type of mooks. It is possible - of course - the question is: is it reasonable, and would it be difficult to write such a script?
1445440136
The Aaron
Pro
API Scripter
Ah, I see what you're saying. &nbsp;Probably it would be better to have a special purpose !mook-ammo that stores the count in the state with the token_id of the mook token. &nbsp;That would allow you to have the mook have a specific ammo count, but not need to create N copies of the character.&nbsp;
1445440791

Edited 1445440895
!mook-ammo wouldn't help as &nbsp;it would require me to duplicate the whole character sheet to make the "mook"-version visible when its a mook and the character version when its a character and I don't even want to think about character sheets update with this solution :D. The commands are embedded in the character sheet. Also it would require every script in the future to have a "mook"-version. I think duplicating the characters is a way cleaner solution.
1445454078
The Aaron
Pro
API Scripter
how about making !ammo smart enough to know the difference? &nbsp;=D
I use TokenMod for ammo for my mooks for this very reason (ammo has to be one of the bars for this to work).&nbsp; It's a little bit of a compromise, though, since it doesn't give notification of remaining ammo.&nbsp; Making the Ammo script smarter would be nice...are you saying that's coming up?
1445466533

Edited 1445466687
Hmmm maybe aaron, you are the script guru not me :D But what I mean is if you make ammo smarter than there are still other scripts for which it still wouldn't work. I am a huge fan of general purpose scripts and solutions. Is it really easier to make ammo smarter than to make a script which can copy and delete a character on drag and delete? Changing ammo will likely just leave some other command unable to use referring to some of character attribute outside the scope of ammo, but maybe I am wrong :) Gozer, i use tokenmod additionally but the charactersheet magic goes a bit beyound the scope of using 3 bars. I track EVERY variable on the sheet where I need to use a variable to dump temporaries with ammo.
1445519302
The Aaron
Pro
API Scripter
It's definitely easier to make Ammo smarter, but the point of other scripts accessing is a valid one. &nbsp;A script could be written that would make a duplicate character whenever a mook is dragged to the VTT, and relink that mook to the new character. &nbsp;There would be a lot of moving pieces, but perhaps it wouldn't be so bad for a mook as it would be for a character.
There is a button to duplicate characters, couldn't we maybe hope for API support for that button? There should be no need to "manually" copy anything of the character.
1445539955
The Aaron
Pro
API Scripter
No, we'd have to write the code to do it, but it's not that bad. &nbsp;We'd want to clean them up when the associated token went away also. &nbsp;Probably store tokenid in the gm notes of the new character (or possibly the name or controlledby) so we can check it on start up and clean up the ghost characters. &nbsp;I'll see what I can throw together.
1445639364

Edited 1445877867
Ah ok. That makes me sad. I thought that would be kind of easy. But don't invest too much just because of this request, let's see if more people are interested, I know how quickly you adapt to "interesting" projects, just to see if you can do it, but we all know: if its possible you CAN :D
1445654225
The Aaron
Pro
API Scripter
:)
1447091597

Edited 1447091930
chris b.
Pro
Sheet Author
API Scripter
You'd have to create ability macros that are self-contained - they only look at attributes on the token, and don't depend on a macro built into the character sheet. That way, when you break the link between mook token and mook character, the macros work. You could do it yourself usually by pressing the up button in the message area after firing a working button/ macro (from a charsheet on a linked token). This displays the "last command" which will give you the full macro that was used by the charsheet.Then you can usually just copy and paste that into an ability macro. Your only limit is you cannot use auto-calculated fields from the character sheet. Look at cgen, or charactergen, which is what I use to create mooks. It creates a character , and sets up all the ability macros for you. Then when you drag the mook to the map, it is basically a copy of the mook character, so they all have independent health etc. It is specifically for Pathfinder, however. You'd have to look at the code, since you cannot edit the macros themselves due to embedded html in them.