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More than 3 Bars per token?

I'm currently playing in a Palladium campaign, and (for those who are unfamiliar with Palladium) there are a TON of things that provide additional "health" type resources to your character. A normal human has hit points and SDCs, and that human can have a force field, a suit of robot armor, and a suit of regular armor that must all be overcome before you can damage his hit points. For characters, there isn't really an issue, since the journal entry the token represents can be modified and retrieved easily. But for generic enemies (like 10 thugs), you can't modify the character sheet without modifying ALL of the thugs, and the tokens themselves don't have enough values to store all of the numbers you need. The only option I can think of is to make 1 thug for every thug token so I can back it with a character sheet, but even by just duplicating them that becomes a tremendous amount of effort and clutters the journal up pretty quickly. Being able to put more than 3 bars on a token would help, but that doesn't seem to be possible. Any ideas?
1410815572
Gauss
Forum Champion
You should not keep your thug's stats linked to the character sheet. If you follow this guide (mook = thug) you will remedy the problem: <a href="https://wiki.roll20.net/Linking_Tokens_to_Journals" rel="nofollow">https://wiki.roll20.net/Linking_Tokens_to_Journals</a>
1410815925
The Aaron
Roll20 Production Team
API Scripter
I know I could help with a custom solution via the API. I'd setup some special attributes on the Mooks that are layered hit points and represent them with different status markers on the token: [HP:3:MDC:strong Power Armor] [100] / [100] [HP:2:MDC:fist Personal Armor] [25] / [25] [HP:1:SDC:broken-heart HP] [43] / [43] I would have the current hit points bar be representative of whatever the outermost layer is. When it is depleted, I'd pull off the status marker for it (or change it from a 1 to a 0 if tracking that it is still present is important), then switch out the hit point max and current hit points for the next layer, applying overflow damage as necessary (and accounting or MDC-&gt;SDC conversions where necessary).
That's the guide I followed. However, since the 3 bar values are not enough to handle all of the "health" type values tied to a character, reducing the value of one that is not tied to a bar will reduce that value for all thugs currently tied to that journal entry. Currently, I have Bar1 = Armor SDC (but not linked, as per what the guide said, just set and unset to copy the value), Bar2 = PersonalSDC (still, not linked), and Bar3 = HP (also, not linked). I can reduce those 3 values fine. But some thugs have forcefields and robot armors. There are not enough bars to track those values independently of the journal entry.
Aaron said: I know I could help with a custom solution via the API. I'd setup some special attributes on the Mooks that are layered hit points and represent them with different status markers on the token: [HP:3:MDC:strong Power Armor] [100] / [100] [HP:2:MDC:fist Personal Armor] [25] / [25] [HP:1:SDC:broken-heart HP] [43] / [43] I would have the current hit points bar be representative of whatever the outermost layer is. When it is depleted, I'd pull off the status marker for it (or change it from a 1 to a 0 if tracking that it is still present is important), then switch out the hit point max and current hit points for the next layer, applying overflow damage as necessary (and accounting or MDC-&gt;SDC conversions where necessary). I might have to look this up when I get done here at work. I've got the bulk of the logic done checking against ARs (currently working under the assumption that Force Fields are outside physical armor is outside robot armor is outside personal SDC/HP). I just need to set up the bars so each token can have it's own values. D&D was super easy to write scripts for. Palladium has been a revolving nightmare of horrors. "Things work like this, except when they don't." - Every sentence in palladium.
1410817011
The Aaron
Roll20 Production Team
API Scripter
Hehehehe. Yeah. I cut my gaming teeth on Robotech and TMNT, and later Rifts. I feel you pain. I went back to it at one point in college after years of playing DnD. After an afternoon of browsing the books again I came to the conclusion that I must have been a genius in my youth to have played that because I didn't remember what any of it meant anymore! =D I still miss being able to parry, dodge, roll and simultaneous attack. And nothing beats the thrill of missile fratricide at the critical moment! =D
1410818850
Gauss
Forum Champion
Considering they are not going to be reused is there any way you can combine the stats? For example, the two SDC values.
I found myself wishing for this very thing earlier today, and I'm not even running Palladium. We'd probably always need at least one more bar, but I swear just having the option to go up to five would be wonderful...