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Targeting a token that is not controllable by a player

I have spent a considerable amount of time using the API to make my Roll20 campaign more streamlined for the Pathfinder role playing game. There are two things that have restricted what I would like to achieve: 1. Players are unable to target enemy tokens with spells and attacks (unless I give control of the enemy token to them, and I do not want to do this) 2. I have some complex API scripts that often return the message "Infinite loop or long running process detected." Is it somehow possible to allow players to target enemy tokens without giving them control? And if not is this likely to change anytime soon? Is it possible to give the sandbox in the API more leniency to allow it the time it needs to do the calculations so that it does not keep returning the above mentioned error?
Ya I'm hitting the same issue for my campaign... Giving control of the token to players is literally giving players the option to peek at the tokens stats and/or ability to change anything on that token at will. Maybe having the ability to give tokens "Selectable" options without any control so that the selected token(s) can be used in various macros with target/selected arguments? And possibly expanding to multiple or groups of tokens to be used in target/selected arguments (ex. Area of Effect) as well? Bumping topic <a href="https://app.roll20.net/forum/post/74581" rel="nofollow">https://app.roll20.net/forum/post/74581</a> which has a similar request.
This is now available in the Rugged Reroll update on the main server. @{target|token_id}
I revisited the "Using a Targeted Token with a Macro" command (<a href="https://wiki.roll20.net/Macros" rel="nofollow">https://wiki.roll20.net/Macros</a>) and I was able to reformat my macro. It now asks me to choose a Token in order to complete its string of commands. It functions sorta like the select token, but without giving players control of enemy tokens. I have a bunch of attributes set for each PC token which I pull various info. The macro below is a standard attack at max BAB. It checks for flanking, and also adds bonuses for Magic, Masterwork, stamps the name of the weapon used, and re-rolls on crits against the targets AC based on weapon crit range of 19-20, and on fumbles. And lastly, the final dmg of the weapon. The macro only displays the final modified die results, unless you mouse over the die roll to see each of the variables. Anyways on to the macro. /em makes an attack against @{target|token_name}! ROLL: [[?{Flanking? 2=Yes, 0=No|0}+@{BAB}+@{MEL1_MAGIC}+@{MEL1_MW}+1d20r1!&gt;19]] (@{MEL1_NAME}) (+[[19+@{target|AC}]] crits) DMG: [[@{MEL1}+@{STR}+@{MEL1_MAGIC}]] if attack hits AC @{target|AC} Attack Action Completed Final output looks like this: Player makes an attack against Target! ROLL: 18 (Long Sword 19-20x2) (+32 crits) DMG: 10 if attack hits AC 13 Attack Action Completed I still have to manually subtract health from the target (if the attack hit), but it gives me enough control over player attack options and such.