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Seeking Tokenmod NPC macro setup

So I cleaned up my campaigns (deleted them) but I copied over all the important things.. except I copied my tokenmod PC twice and never recovered my tokenmod NPC setup macro. I had 2 macros both included: Looking to make Red = HP, Green = Passive Perception (if it has it - if not I use the 2nd macro to pull it's Speed), Blue = AC but now that I own multiple books / compendium - I am finding more annoying issues. Not all monsters has HP, sometimes its called npc_hp or hp or npcd_hp OR hpformula same goes for speed - npc_speed or npcd_speed or speed any perception was passiveperceptionbase or passive wisdom I think... so - what does everyone here uses - what is your catch all tokenmod NPC Bar macro that is able to at the very least get HP and AC w/o fail?
1602430759

Edited 1602430936
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
Here are mine. Note that I also use commands for ChatSetAttr, TokenNameNumber, and Token Action Maker, all available from OneClick Install. PCs I normally have monsters whisper, so this contains a ChatSetAttr command to reverse this for PCs !token-mod {{ --set  bar1_link|hp bar2_link|speed bar3_link|ac defaulttoken }} !setattr --sel --silent --output_option| /w gm @{selected|token_name} has been set up as a PC Set Mook For monsters which usually appear in groups, this also appends " %%NUMBERED%%" to the name to make it auto-number. This also adds token action buttons (I let PCs handle their own Token Actions.) !token-mod {{ --set bar1_value|@{selected|hp|max} bar1_max|@{selected|hp|max} bar2_link|npc_speed bar3_link|npc_ac name|"@{selected|character_name} %%NUMBERED%%"}} --off light_hassight light_angle|360 show_name|yes --ids @{selected|character_id}}} !token-mod --set defaulttoken !ta attacks spells saves checks reactions traits /w gm @{selected|character_name} has been set up as a Mook Named NPC For unique individuals that still use an NPC stat block. !token-mod {{ --set bar1_link|hp bar2_link|npc_speed bar3_link|npc_ac name|@{selected|character_name} --off light_hassight light_angle|360 --ids @{selected|character_id}}} !token-mod --set defaulttoken !ta attacks spells saves checks reactions traits /w gm @{selected|character_name} has been set up as a Named NPC
So Keith - first of - thank you but I am still having issues I guess. Using the roll20 compendium - monster manual (Boar, Black bear) & Lost mine Module (goblin) Here is the 2 api I am using for npc mooks Button 1 - I check if it has passive perception built in. If it doesnt, I click button 2 !token-mod {{ --set bar1_value|@{selected|hp|max} bar1_max|@{selected|hp|max} bar2_link|npc_passiveperceptionbase bar3_link|npc_ac name|"@{selected|character_name} %%NUMBERED%%"}} --off showname --off showplayers_name --off showplayers_bar1 --off showplayers_bar2 --off showplayers_bar3 --off showplayers_aura1 --off showplayers_aura2 --ids @{selected|character_id}}} !token-mod --set defaulttoken !ta attacks spells saves checks reactions traits /w gm @{selected|character_name} has been set up as a Mook Button 2: !token-mod {{ --set bar1_value|@{selected|hp|max} bar1_max|@{selected|hp|max} bar2_link|npc_speed bar3_link|npc_ac name|"@{selected|character_name} %%NUMBERED%%"}} --off showname --off showplayers_name --off showplayers_bar1 --off showplayers_bar2 --off showplayers_bar3 --off showplayers_aura1 --off showplayers_aura2 --ids @{selected|character_id}}} --ids @{selected|character_id}}} !token-mod --set defaulttoken !ta attacks spells saves checks reactions traits /w gm @{selected|character_name} has been set up as a Mook So - here are my result: Goblin - Both button works - 15 AC, 7 HP, 9 Perception //// 15 AC 7 HP 30 ft Boar - Button 1 = 11 / 11 / Blank - Working as intended since it doesnt have passive perception base. Second button 11 / 11 / 40 ft. Working as intended. Black Bear - Button 1 = 11 / 19 / extremely tiny text I can't read.  button 2 = 11 / 19 / extremely tiny text I can't read.  both text on the blue circle bar disappear 10 seconds later. On Attributes and Abilities - I expect button 1 not to work since it does not have a passiveperceptionbase. BUT it does have "npc_speed" with the field saying : 40 ft., climb 30 ft. Now if I check the Boar  attributes and it also has "npc_speed" - So I am curious why button 2 does not pick up for the black bear. 
I am also realizing this seems to be issues with Monster Manual, Volvo Guide monsters and Tome of Beast have inconsistencies.  Like Cow from VG1 works fine, Some of the ToB are giving me the same error as the Black bear, others are perfectly fine.