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How Are People Handling/Planning on Handling "UA Summon X Spirit" Spells?

1598681916

Edited 1598681976
Hey all,  With the very likely inclusion of the UA Summon <creature type> Spirit spells in the upcoming Tasha's Cauldron of Everything, I'm wondering how people are planning on making tokens for these summoned creatures, should they work as they do now (or similarly). For those not in the know about what I mean, these summoned creatures have scaling attributes—Armor Class and Hit Points—that scale based on the level at which the spell was cast. My desired result is to have the three bars set up as follows: bar1: HP (auto scaling with bar3) bar2: AC (auto scaling with bar3) bar3: custom attribute called "spell_level" My hope was to have bar3 automatically change bar2 and the maximum for bar1, as such (Summon Celestial Spirit, as an example:) npc_hpformula: [[@{constitution_mod}+@{playername|wisdom_mod}+10*@{spell_level}]] hp: <defalt value, in this case 58> / @{npc_hpformula} bar1: set to hp npc_ac: [[11+@{spell_level}]] bar2: set to npc_ac bar3: set to spell_level With or without the [[ ]]'s, the attribute calls automatically update and replace themselves with the actual values of the attributes they are calling. I know this is the functionality, and I believe that HTML escaping wouldn't help me here (it would, in fact, make this work even less). Furthermore, I'm finding that when it replaces the attribute calls with their values, it fails to grab the value for @{playername|wisdom_mod} (playername = Scort, in this case). I suspect that this has something to do with the NPC not "owning" the player's token? I'm not sure, though. Is there any way to do this with attributes alone? Or does it require some form of API? Let me know what you guys think. I don't like the idea of having to do math on two different bars (plus the attacks, but those can be solved more simply) every time this token gets summoned to the table, even if simple. It's the principle of the thing! (Do the work on the front end to save yourself work later, even though the front-end work is probably 10x more work than you'd do doing the thing later, overall). EDIT: I apologize, I forgot to mention some important details. This is for D&D 5e, and I'm using the OGL sheet (that's just the "5th edition" sheet, and is the default, yeah?)
1598683158
Oosh
Sheet Author
API Scripter
Since you have Pro, I would just use ChatSetAttr & TokenMod to set the whole thing up automatically, with no hacky math solutions required. You'd probably want standard macro output as well, so you can see where the error is if you get a dodgy value. For non-API, I'd just make a spell macro that spits out the values needed and enter them into the token bars manually (have them linked to the correct Attributes by default). If the player has permission on a character sheet for their summon, they can drag a token onto the canvas from the journal, cast the spell (which spits out the stats after they pick a spell slot), then type the values in.
So with chatsetattr and tokenmod, I'm assuming it'd still be based off a button press after dragging the token to the table, yeah? Not a problem, I was just hoping it would be able to update in real-time with bar3 changing. Not that it would change, since after being cast, the spell stays at the same level, just for maximum laziness. But your other suggestion actually makes a lot of sense. I think that's probably the route I'm going to go, since it's pretty simple. I suppose built into said macro could be included said button from before, so that's not too bad after all. Any further thoughts? You have my thanks already, good madam or sir.
1598698101
Oosh
Sheet Author
API Scripter
You can build the ChatSetAttr and TokenMod commands straight into the spell macro - you could forcibly insert it through different fields in the 5e character sheet, but making a new custom macro would be easier, and probably better. So it would just be like casting any other spell, then the summon token & correct stats would all be done automatically from there. The free version is basically the same except you have to manually drag the token onto the board and manually enter the stats the macro sends to chat - there's no way to automate this without API use, unfortunately. Looks like you've got all the math sorted there, anyway - putting it all in a macro is pretty straightforward, the two API scripts would need a little fiddling to get the settings exactly as you want them, but once it's done it's all gravy.
1599048491

Edited 1599048544
David M.
Pro
API Scripter
Another option: After reading your post, I updated my !Spawn script (v0.8 or later) to allow for overrides of token bar properties. The script summons one or more default tokens for a given character sheet, and has several configurable options. It can accept formulas using attributes & queries if you use inline roll syntax  (e.g. [[...]]) so it should work for what you described.  Check out the documentation  here .
1599052269
Oosh
Sheet Author
API Scripter
Shiny!