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Any ideas on how to speed up my custom game without API?

I have developed a virtual tabletop turn-based battle game which works really nice but the only problem is that it takes too long for a battle to end. Average time is 3 to 4 hours. I know that I can improve the speed of the game by using API but I do not have enough money for subscriptions. The game consists of a map (the battlefield) with a grid and atleast two armies. An army is a collection of tokens, a token represents a military unit. Each unit has 4 statistics: stamina (health points), damage, multitude (multitude represents how many soldiers consist a token, i.e. a unit, it is a coefficient of damage done) and movement speed (counted in squares per round). The aim of the game is to win either by destroying the opposing army or forcing it to retreat or concede. This is done by tactical movements and by the right manipulation of every type of available unit. What is time-consuming is calculating the damage done for every round. If there is e.g. a line of 5 units fighting another line of 5 units, I - as GM - have to calculate the damage for each unit, I have to do it because only the GM can manipulate the statistics for every token (and if I allow full control of the tokens for the players, the possibility of cheating increases). Even more time-consuming is calculating the damage done by ranged units because distance is a factor of damage and I have to measure distances all the time. Do you have any ideas on how to speed up this process? I would really love to support Roll20 by buying a subscription, it's absolutely great, but I am unable to pay, so I'm trying to find alternative ways on improving my game. Increasing the damage is not a solution, I have to increase it to ridiculously high levels for the game to speed up a bit, and then the fun fades. Also usually it's not possible to calculate damage done for multiple tokens because over the rounds the multitudes and targets of each token varies.
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GiGs
Pro
Sheet Author
API Scripter
The first thing you might not realise is you can use chat to do calculations: typing /roll 5 + 5 + 5 + 3 and chat will add them up just as if they were dice. If you store damage in a tokens bars, you can grab the value or adjust them really easily, but without the api, you cant easily grab an unspecified number of tokens. What you could do is create a bunch of macros, like so (each of these lines is a separate macro) 1: Damage: @{target|token1|bar1} 2: Damage: @{target|token1|bar1}+@{target|token2|bar1} 3: Damage: @{target|token1|bar1}+@{target|token2|bar1}+@{target|token3|bar1} 4: Damage: @{target|token1|bar1}+@{target|token2|bar1}+@{target|token3|bar1}+@{target|token4|bar1} Name them 1, 2, 3, 4, etc as i have done here, and what they will do is: when you launch the macro, it will ask you to select the listed number of tokens, one of the other, and then add up the values in the bar1 for each. The clunkiness of this is you need a separate macro for each number of tokens you want to count up, but you can mix and match. If you have 10 tokens, you could run a Target5 macro twice and add the two numbers it gives you. Probably a lot easier than manually checking each tokens damage rating and adding them all together. You could do a similar thing for ranged attacks, especially if you have a simple rule for calculating damage for range. For instance: Damage: @{target|token1|bar1} Range: ?{Range To target|1} This macro will prompt you to select a token, get its damage from bar1, ask you for the range to target, and then the final step would be to calculate damage which i can't add because i dont know how it works in your game. Overall, macros like these might be able to speed up the game or at least ease the mental load of all the calculation.