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[HELP]] group-init and 3.5 sheet, PC vs NPC

I have PCs, which have "init" which I suppose is autocalculated based on "initdexmod" and "initmiscmod", and NPCs which simply have "npcinit" which is a regular attribute.  What I would like is to be able to select any tokens, regardless of whether they represent PCs or NPCs and do "!group-init" and get initiatives with tiebreakers. What I am getting is either PCs work or NPCs work depending upon which of my "Bonus Stat Groups" is on top.  The others just roll a d20 with no modification and no tie-breaker. For PCs I did this:  !group-init --add-group --bare init --tie-breaker init For NPCs I did:  !group-init --add-group --bare npcinit --tie-breaker npcinit If the group for PCs is at index 1, I get the desired result: d20+init + init/100, for example "16.04".  With the PCs on top, the NPCs only get "12" which is just a d20 if I examine the roll.  The exact opposite behavior pertains if I promote the NPC group to 1. I have also tried using the following for the PCs, which works the same at just using "init": !group-init --add-group --bare initdexmod --bare initmiscmod --tie-breaker initdexmod --tie-breaker initmiscmod Any idea on how I can get the behavior I want?  I've read everything several times and watched a few videos and I'm not getting it.
I ended up just putting the NPC init in the same "init" attribute that the PCs use. 
1522344317
The Aaron
Pro
API Scripter
Sorry Moonpile, I didn't see this until just now (was it in the Bug forum before?). You can get the behavior you want, with one minor addition.  Because with the advent of Character Sheets, every attribute on a character sheet "exists", there isn't a way to differential between PCs and NPCs without a little assistance.  To get your above system to work, you'd need to add an attribute manually to each PC, say "isPC" and set it's value to 0.  Then change your PC rule to be: !group-init --add-group --bare init --bare isPC --tie-breaker init and make sure it is the first rule. Then, when a token is considered, if it has the isPC attribute, it will use that rule, but otherwise fall through to the NPC rule below it. Hope that helps!
Yep, that works.  I have to add an attribute to something either way, but there are fewer PCs and it's a one-shot deal! 
1522360301
The Aaron
Pro
API Scripter
Definitely. =D
1524699644

Edited 1524700397
This was working for me after we discussed this but I've had two sessions now where it didn't work, and I'm looking into it.  It seems to me like none of the characters have the "init" attribute anymore.  I'm looking at the 3.5 sheet at it appears "init" is an auto-calculated field, and I don't think the sheet changed since then.  "init" does not show up in the list of Attributes on the Attributes & Abilities tab.  Did something change about being able to reference auto-calculated fields? I ended up having to go with this: !group-init --add-group --bare npcinit --tie-breaker npcinit !group-init --add-group --bare dex-mod --bare initmiscmod --tie-breaker dex-mod --tie-breaker initmiscmod !group-init --add-group --bare dex-mod  --tie-breaker dex-mod
1524703929
The Aaron
Pro
API Scripter
It should attempt to resolve them via getAttributeByName(), which handles auto-calc fields. If you want to send me an invite, I can jump in and try and sort out the issue. 
Invite link sent by PM.  Thanks!