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Start with Roll20, RPG project

Hi there, First of all i'm sorry to bother you here. I initially created a site, which includes account creation, character creation and then character sheet generation with all calculations and automatic math stats.  Then i said to myself how i am going to make a maps i am not a graphic designer xD and it takes me a crazy time and boom i find a crazy software that saves me a full of hours, but during the fights i would like the players to be able move characters around, and that's where -i'll give it a thousand- boom i find roll20. "Will it's great your life but we would like you to  come to the point" Asolutly, ladies and gentlemen and although English is not my language i probably missed it somewhere but :         - I've installed the script TokenMod to be able to rotate the characters, work with GM but not with player (Visible for all player is activated, and action token too) !token-mod {{--set rotation|X --ids @ {target|target 1|token_id} }}         - I wanted to lock the tokens and especially that he couln't rotate the characters to give himself the vision, the TokenLock script is perfect, however i can't unlock one in particular, it unlocks them all, the --toggle-allowmoveonturn option seems fine but i have no clue what to use it with.         - I would like to know if the automatic calculation of stats, equipment and especially all its custom calculations and not a character sheet from an already existing game because i have my own system, is possible on Roll20?
1666131167
Gauss
Forum Champion
I suggest reposting this in the Mods (API scripts) Forum. It seems more in line with what you want and it will get the eyes of folks who work on API scripts. 
1666141357
David M.
Pro
API Scripter
I've never used TokenLock, but allowmoveonturn sounds like it's tied to the turn tracker , so the script would release the token from the locked state when that token's turn comes up. But, like I said, I'm kinda just guessing :) The last question sounds like you're asking about a custom character sheet, which is doable but requires a lot of knowledge of CSS and/or javascript. If that is not something you're comfortable with, then it possible you could get around it with a generic character sheet and a bunch of custom attributes , then handling attacks/skill checks etc with macros/abilities tied to those attributes. Depending on how complicated your system is, you might be able to use a combination of scripts like ChatSetAttr and/or possibly Scriptcards to do the calculations and write to these attributes. These scripts/mods have their own forum threads in which you could ask more specific questions.
1666147643
Andrew R.
Pro
Sheet Author
You can do without a Character Sheet while prototyping because you can use the Attributes and Abilities tab and Mods like ScriptCards to handle mechanics.  For example, I use the Mod ScriptCards for all my 13th Age monsters, every ability in the monster description is a ScriptCard macro.  Back before there were Character Sheets we ran every game using just the Attributes and Abilities tab. I ran 13th Age through 2014 that way. 
Thanks all for your answer, i found for script, worked good now.  I'm going to stay on the website i created for the calculations, it frees me up from space being limited on roll20 or i could only put the maps, so i can store items, skills, object in the database. I still have some doubts about the defense and damage reduction system, i don't want something too linear or too weak an enemy not doing any damage on a character with too much armor and vise versa. I was thinking of doing a % roll to determine if the armor worked well or not, but that might do too little on an unlucky dice roll player.