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Cross-Sheet Attribute Reference?

Hello folks. I've done some looking and I haven't found this posted.. unless I missed it. Closest I saw was Nested-Attributes. I have a game which some PCs have two forms that will have some persistence between them like Spell Points in the Blue Bar/Bubble for instance. Since they have two token I was wondering if one sheet could pull the attribute from the "Primary" Sheet. I have tried to use, in this case,  @{Koto|Spell_Points} in the Spell_Points attribute of Yokai Koto. But that and variants have either produced a blank or just a text copy. I hope this question is making some kind of sense. It is entirely possible that I can't find the information because the function doesn't exists. I hope the Brain Trust of the Roll20 community can come through with even a "Not possible at this time" response. Thank You all and have a Day\Night of Fortune! Side Question: I have a friend that is wondering if he can fully transfer his game to me when he steps down later this year or early next year depending on how things go. We know that I can get GM rights, but that would not enable my Pro-level options like API's which I use in the games I run with others. I personally like the new Advanced Fog of war. Thanks again. The first question however is priority.
For shapeshifting characters, I usually create a Rollable Table with images, using the token images.  You can then put that token table on the map, right-click to turn off "is a drawing", and assign it to the character sheet like any other token.  That will give the player the ability to select which image to use for the token.   (Great for wildshape and characters that frequently go invisible, with a fully transparent token image).
Thank you for the response. It is something that I didn't think of. However that would mean the HPs would have to be manually switched, which isn't a massive hassle. Hmn. I could add an attribute call "Alt_HP" or something so that the HP Bar linking just needs to be quickly switched. Thank you Mark of the Dragon . If anyone else has any thoughts on this or the Side Question please don't hesitate with the extra thoughts. Have a Good Time everyone!
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Jakob
Sheet Author
API Scripter
An API script could do this.
Thanks, looks like I need to look more into the coding side of things. Though come to think of it, the Rollable Token I don't think is accessible to Players, just GMs.
I'm having trouble understanding what you need to do.  Here's what I think you're saying:  Some players have more than one character/identity, but the two (or more) character/identities that a player has share some, but not all, attributes.  So ideally you want two sheets, each with its own token, and some separate attributes that are unique on each sheet, and some shared between them.  Is that right? And it sounds like the player has the ability to switch from one character/identity to another in-game, and you would prefer to have the player able to switch tokens, so you do not to have to do that for the player.  Is that right?
*Valerie* it sounds like you understand the concept, yup. Some attributes are shared "Should be persistent and consistent" between identities. For instants they would have the same amount of Spell Points since that reserve dwells within them regardless of shape\form. Trying to reduce book keeping and increase flow on both sides of the screen.
Sounds like a cool game concept, DG.  It's also an interesting problem, so I've spent *way* too much time on it. Here's how I would implement.  It takes some work to set up, but should be fairly easy to manage once it's in place.  I'm assuming that there aren't *too* many shared attributes. You need three scripts: the Carry Tokens script, described  here , and the TokenMod and ChatSetAttr scripts, all three available from the one-click library. After installing the scripts, you will need some macros. The following assumes two identities, Regan and Lemur.  Starting condition is with Regan as the identity in use.  On each character sheet, create 3 macros. I would have all three show as token actions, so the players can control them.  The first creates the dual identity, and the other two control the switch from one identity to the other.  It should work for more than two identities, but will require more macros. The "create-merge" macro connects the two tokens.  The one shown here is for Regan to be the top/shown identity and Lemur the hidden one, and should be on the Regan character sheet.  To reverse, just reverse the names so Lemur is associated with "selected" and Regan with "target", and save the reverse one as a token action for Lemur.  This not only stacks the tokens and keeps them associated with each other, it also acquires the token ID's and stores them to be used by the other two macros. create-merge !setattr --name Regan --ID|@{selected|token_id} !setattr --name Lemur --ID|@{target|token_id} !CARRY_TOKENS_CARRY_BELOW @{selected|token_id} @{target|token_id} Next, "change-to-Lemur", a macro on Regan's character sheet to take the shared values from the top identity (Regan) and store them in temporary values on the hidden identity (Lemur). Of course, the inverse, with all "Lemur" references replaced with "Regan", needs to be on Lemur's character sheet. change-to-Lemur /w Change to Lemur! !token-mod --config players-can-ids|on !setattr --name Lemur --HP|@{selected|HP} --Strength|@{selected|Strength} --temp1|@{selected|bar1} --temp2|@{selected|bar2} --temp3|@{selected|bar3} --temp1max|@{selected|bar1|max} --temp2max|@{selected|bar2|max} --temp3max|@{selected|bar3|max} #transform-to-Lemur The last line should call the next macro, but in my experiments it has not worked.  Maybe someone else here can correct what is probably a simple error on my part. Anyway, the third macro, also on Regan's character sheet, is "transform-to-Lemur", which separates the stacked tokens, moves the new identity values from the temp fields to the appropriate attributes, moves the new token to the top of the stack, and re-attaches the two tokens in the new order.  Again, the inverse, with all "Lemur" references replaced with "Regan", needs to be on Lemur's character sheet.  (Incidentally, if you miss one reference, tracking down why one value won't update can take a surprisingly long time ...) transform-to-Lemur !CARRY_TOKENS_DROP_ALL @{selected|token_id} !token-mod --ids @{Lemur|ID} --set bar1_value|@{Lemur|temp1} bar2_value|@{Lemur|temp2} bar3_value|@{Lemur|temp3} !token-mod --ids @{Lemur|ID} --set bar1_max|@{Lemur|temp1max} bar2_max|@{Lemur|temp2max} bar3_max|@{Lemur|temp3max} !token-mod --ids @{Lemur|ID} --order top !CARRY_TOKENS_CARRY_BELOW @{Lemur|ID} @{selected|token_id} /w Done! There are some imperfections to this scheme: The worst is that although the images swap on my GM view, they do not necessarily swap for the player view.  The new token is selected, but the picture does not show!  I hope one of the script gurus can help with that, because I'm really invested now in seeing this succeed! The motion of the attached token lags.  This is not ideal, but not too bad.  In my experiments, the stacked configuration survives being transferred, via player ribbon, to another map page.  But, the Carry Tokens stack ("create-merge" macro) seems to need to be re-done each time the game is re-opened. You will need to read up on the syntax for ChatSetAttr and TokenMod to be able to use them for all you have planned.  I picked hit points, strength, and the three bar values as test items.  If a bar is linked to hit points (or presumably anything else) the last one in the line takes precedence.  So by putting the bubble/bar value last, and connecting bar3 to hit points, I can override hit points in the sheet. The player needs to de-select and re-select after the switch to finalize the changes and to avoid accidentally detaching the stacked tokens. If you don't mind adding another script, I really like The Aaron's  Color Emote script, which will output a picture to chat using the currently selected identity.  You can add a line to the macro to announce the switch. The Carry Tokens seems to need to be reset each time the game is re-opened. Brought to you by Regan   and Lemur 
Thank you very much for the effort :)  I wasn't expecting this and I should have time during the week to test this and tweak the Attr values. I'll need to keep an eye on the known-issues you listed, or course. Thank you again! I hope others take an interest in this or maybe have tried it themselves. I'll update you with my try outs when I can play around with it.
My regular game has been on hiatus for two weeks.  I get severe withdrawal if I don't do something gaming related ... so thanks for the diversion!  Hope the result is helpful.
I've been playing with it a little bit. :D I need to look at what I'm doing wrong with the coding. Though I have found a usable solution that is rather simple as I tend to over think things. Using a journal linked multi-side token and made a new attribute for the other form's HP to swamp between. Thus the HP, Spell Points, and such will be consistent in just a couple of swift clicks. But When I can I will be pocking at your coding. I do like the Carry Macro you made :)