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Custom attributes for tokens

Similar to how we can create custom attributes on a character sheet, it would be nice to be able to add custom attributes to a token, alongside the already existing Bar1, Bar2, Bar3, Aura1, Aura2. This would be mostly useful for API scripting, with a typical use case where we can override attributes from the Character Sheet. For instance, I tend to create a single Character Sheet for a common type of encounter, e.g. a "Soldier level 3" and link it to multiple tokens. However, it becomes cumbersome to create a new character sheet for every variant of "Soldier level 3" (e.g., Soldier with sword, Soldier with pistol, Soldier with full armor, etc.), not to mention the overwhelming number of Journal entries, especially when compounded by levels and races (Elf Soldier level 4 with pistol). Instead if we could add an "equipped_weapon" attribute and give it a value of "pistol", then there's no need for multiple character sheets. Using API scripting, I can then first query the token attribute, and default to the character sheet if said custom attribute is absent.
1613362553

Edited 1613362624
Kraynic
Pro
Sheet Author
While I probably run a different system than you, but I would use the same sheet for all the level 3 soldiers.  Unless you can't do this for some reason with the sheet you are using, I do this sort of thing all the time. First, I would make a rollable token with however many variations I would want.  Then I would create the typical soldier of that level as far as stats, bonuses, armor, etc.  I would create attacks for all types of soldier.  When I set up the token, I would link the bars to the values I need to get the values populated, but then unlink them so they are all in the "mook" configuration.  This means that if I want to raise the armor for the "full armor" variant, i can do that without affecting anything else.  But it can still just be dragged out however many times I want, and then set the token "side" to whatever image each one should be for its role. The attacks would be set up for each weapon on that single sheet.  If the regular soldiers carry pistols, but there is a marksman who is better with that weapon, then I would create a separate pistol attack for the marksman with any extra bonuses baked into that attack.  Then I can run all the attacks from one sheet. I have done a similar thing with an entire encounter with multiple races and types of weapons, but it can get to be more of a pain when you are dealing with things that should have different stats and quite different weapons.  The number of attack entries can get larger than you want to sort through on one sheet, or at least it can for me.  Saving throws (if they factor into your game system) can be an issue as well.  But if you have a bunch of pretty similar individuals that are fairly similar except for an armor value and the occassional bonus with a weapon, I would run them all from one sheet for sure. Edit: Not saying this suggestion is bad, just letting you know you may be able to condense things more than you are at the moment.
Thanks for the suggestions! I actually never used the rollable tokens yet; just tried it now and it's pretty neat to get the multiple variations for the appearance of the token. Thanks for that! However, it doesn't quite cover my use case. Many times I don't roll within the sheet itself, instead having macros hooked to API scripts which will take a token's wounds into account (for penalties) and a few more modifiers, while pulling the primary attributes from the character sheet. Because wounds are tracked on the token and not the sheet, I have to roll using something outside the sheet. I already use the same trick as you do, i.e., my character sheet has multiple weapons on it, and I use the one for that specific grunt. My 3 bars (red, blue, green) are already used to track other things, so I would need more :/ In this case, I'm dealing with Shadowrun, which has a lot of stats and modifiers. Red is physical damage, blue is stun damage, and green is tracking a token's movement in a combat turn, all of which can influence rolls. If I were to roll an attack within a sheet itself, it would ignore those 3 values on the token.
1613374282
Kraynic
Pro
Sheet Author
boarfish55 said: In this case, I'm dealing with Shadowrun, which has a lot of stats and modifiers. Red is physical damage, blue is stun damage, and green is tracking a token's movement in a combat turn, all of which can influence rolls. If I were to roll an attack within a sheet itself, it would ignore those 3 values on the token. Ah, I haven't played that since the original was new, so I don't remember much about the mechanics of the game.  And they probably haven't gotten simpler over time!
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Edited 1613422210
In addition to Kraynic's excellent suggestions, I also use token markers or a colored dot to remind my players (and myself! :-) what weapons that token is using. I also use a hidden aura that only I can see to indicate stronger/higher level versions of the same visible token, running from blue, through green, yellow, orange, up to red. This way I can use a horde of the same or similar tokens, but the same orc token might represent both a low-level grunt and a higher level lieutenant.
I've done all the above ;-) Though I settled on using the token's name to add some info, e.g. "Orc/Sword 1", "Orc/Axe 2". Also, I "encode" information in the GMNotes, using non-url-encoded characters, then split the string to form attributes. I can put a string like "@equipped_weapon/pistol@has_shield/1@" and so on, then break that down in the API, where "@" is the attribute delimiter and "/" is the key/value delimiter. It's pretty dirty, but, it kinda gives me what I need for now. Custom attributes would just be cleaner, overall. I do appreciate all the suggestions, nevertheless.
1615799254
Roll20 Dev Team
Pro
Marketplace Creator
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