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Movement/Rotate/Delete/Access Info Permission

This is really simple. I want the ability to have a token that is "assigned" to all the players (or even just one) that makes it so you can toggle their ability to Move/Rotate/Delete/Access Info a token. The purpose of this would be so they can select the token for the purpose of scripts but cannot move rotate, delete, or access the information section of it.  An example of how this could work to allow the use of scripts: I love the idea of having randomized loot tables, especially using Recursivetables. Idealistically, I would want to have a chest as a token on the map, have a player be able to select it and then either click on a roll on their sheet, or more likely type in a command. In this example, let's say they do a lockpicking check to see if they could open it. Then, based off a command line in the GM Info section, an automated function from the script would check if their roll matched the target number for the check, and if it did, then read off a list of the contents they received, which could also include inline rolls from Recursivetables giving them randomized loot, and all of this would be automated.  I love the idea of automation like this, but currently this can only be achieved properly if a player can select the token represented the chest (or some other ineradicable object) which can only be if the player has control over the object. However, that poses a problem because that requires you to trust your players, which can't always be done, as if they can control an object, they can move/rotate/delete/access the info of it which would not be desired in most cases where this would be used. I don't know much about this, so I'm not sure how difficult this would be to implement, but I can't imagine it would be too difficult.
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Edited 1507541433
Ziechael
Forum Champion
Sheet Author
API Scripter
I like the idea in theory and can think of many uses... however in the meantime there is a workaround you could employ (although this is subject to abuse once the players become aware of its power!). Use the @{target... syntax and have the chests on the object layer but without player control. With something like @{target|bar1} you could have bar 1's value be something like: The chest opens, expelling a cloud of deadly gas! Creatures within 10 feet take [[4d6]] poison damage! Or something that calls the recursive tables script to output random loot etc? With consistent token set up you could have a menu of sorts to help guide players through the various trials and tribulations of loot gathering: ?{Activity|Open,@{target|Target|bar1}|Unlock,@{target|Target|bar1|max}|Check for Traps,@{target|Target|bar2}|Disarm Traps,@{target|Target|bar2|max}|Loot,@{target|Target|bar3}}
I am actually trying to learn more about scripting to make one that has that exact function with chests/doors/computer terminals/etc as objects on the map that characters can interact with. My goal is to have the TN to roll to open/access the object be in one of the bars, and then have the effect/contents/success/failure stuff be in the GM Notes so that it can run chat commands and even piggyback other scripts, like Recursivetables as you mentioned which is my main usage goal in mind. I'm really just at the beginning stage, so I'm not that close to learning how to do all of this yet, but what you'd posted there that gives me some insight on how to do it in the future, so thank you!
1507564519
Ziechael
Forum Champion
Sheet Author
API Scripter
Ahh, I see... so this is less about the 'how' of something and more about having readable elements to allow for scripts etc to utilise for things, cool. I can see the value in that, will have to remember this for when one of my votes is free :)
I'm gonna be honest, I only understood about half of that, but in the context it seems you like my ideas! XD 
1550175568
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Marketplace Creator
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