Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
What kind of music do leprechauns prefer? Shamrock. ☘️

Can Multiple Tokens Based on One Character Sheet Be Separated?

1773623939

Edited 1773732063
SOLVED, thank you to Rick, Vince, and Jerren! I just discovered a module I have started using has multiple bad guy tokens based on single character sheets. For example, they may have an orc character sheet as a handout and 10 or more or tokens on a map. The difficulty with this approach is that if one orc suffers -2 HP damage,  THEY ALL DO. I was a bit POed and had to stop the session early to try and figure out how to deal with it.  The screen shot shows a similar situation: a PC Character Sheet with 3 tokens. Is there an easy way to separate the 3 tokens from each other? Or do I need to do one of the following make a new token  not  associated with a character sheet?  make multiple character sheets (not something I want to do)? Thanks for any guidance. -- Tim
In the character's default token, manually fill  in the current and max HP but do NOT link the HP to the character sheet. That way when you adjust the hp of one token the others (and the character sheet) won't be affected.
1773625673
vÍnce
Pro
Sheet Author
<a href="https://app.roll20.net/forum/permalink/3263042/" rel="nofollow">https://app.roll20.net/forum/permalink/3263042/</a> I create a unique character sheet for named NPC's and unique monster's and the BBEG. &nbsp;However, for mooks (say 20 gnolls) you can make one sheet for a gnoll (use the NPC page of the sheet), linked to a token (using represents) and I'll link the token bars to AC, HP and maybe CMD or whatever... &nbsp;and set up any ability/token macros you may want.&nbsp; For mooks, I will "un-link" the token bars at this point , then I copy/paste the token as needed. &nbsp;The token's will have unique stat's that do not affect the sheet and I can still bring up a gnoll's sheet (shift+double click on the token) to roll off of. &nbsp;One sheet, many mooks.
1773630258

Edited 1773630331
Rick and Vince both explain the process: link a token to a character and make sure that any stats that you don't want shared between all tokens of that creature are unlinked (set to 'None'). The last step to make sure you do is to Update the Default Token. If you setup a token just the way you want, but you don't update the Default Token for the Orc character sheet, when you pull out a token again, it'll be the token that still has HP linked to the bars, because it's still the Default Token.&nbsp; Because you have a Pro subscription, you can automate this process quite easily. Here's what my 'mook' TokenMod setup macro looks like for D%D 5E using the D&amp;D 5E 2014 by Roll20 sheet (also using&nbsp; ChatSetAttr ,&nbsp; MonsterHitDice , and&nbsp; TokenNameNumber ): !?{Token Name?|@{selected|character_name}} !?{Darkvision? @{selected|npc_senses}|Yes,has_night_vision|No,} !?{Darkvision Distance? @{selected|npc_senses}|60} !?{Passive Perception? @{selected|npc_senses}|@{selected|passive_wisdom}} !?{Size?|Medium/Small,1|Large,2|Tiny,0.5|Huge,3|Gargantuan,4} !set-gmnote Token Name: @{selected|character_name} !setattr {{ --silent --sel --replace --hp|'' --passive_wisdom|?{Passive Perception? @{selected|npc_senses}} --advantagetoggle|'{{query=1}} {{normal=1}} {{r2=\lbrak\lbrak0d20' --rtype|'\at{advantagetoggle}' --wtype|\ques{Whisper\ques\|Public Roll,\|Whisper Roll,/w gm }| --npc_name|\at{selected\|token_name} }} !delattr {{ --silent --sel --npc_name_flag --dtype }} !token-mod {{ --on showname showplayers_name showplayers_aura1 ?{Darkvision? @{selected|npc_senses}} --off playersedit_name playersedit_bar1 playersedit_bar2 playersedit_bar3 playersedit_aura1 playersedit_aura2 showplayers_bar1 showplayers_bar2 showplayers_bar3 showplayers_aura2 --set name|"?{Token Name?} %%NUMBERED%%" controlledby|= bar1_link| bar2_link|npc_ac bar2_max| bar3_link|passive_wisdom bar3_max| bar3_current|?{Passive Perception? @{selected|npc_senses}} aura2_color|#0000ff aura2_radius| night_vision_distance|?{Darkvision Distance? @{selected|npc_senses}} scale|?{Size?}u bar_location|overlap_bottom compact_bar|on defaulttoken }} /w gm Mook Token Full Setup for @{selected|character_name} !token-mod --set name|"?{Token Name?}" bar1|@{selected|hp|max}
1773730824

Edited 1773731255
Rick A. said: In the character's default token, manually fill&nbsp; in the current and max HP but do NOT link the HP to the character sheet. That way when you adjust the hp of one token the others (and the character sheet) won't be affected. Thank you, Rick, that works, of course. I should have thought of it right away, but had my mind on too many other campaign things. vÍnce said: <a href="https://app.roll20.net/forum/permalink/3263042/" rel="nofollow">https://app.roll20.net/forum/permalink/3263042/</a> I create a unique character sheet for named NPC's and unique monster's and the BBEG. &nbsp;However, for mooks (say 20 gnolls) you can make one sheet for a gnoll (use the NPC page of the sheet), linked to a token (using represents) and I'll link the token bars to AC, HP and maybe CMD or whatever... &nbsp;and set up any ability/token macros you may want.&nbsp; For mooks, I will "un-link" the token bars at this point , then I copy/paste the token as needed. &nbsp;The token's will have unique stat's that do not affect the sheet and I can still bring up a gnoll's sheet (shift+double click on the token) to roll off of. &nbsp;One sheet, many mooks. Perfect, thanks, Vince. I usually just grab a figure from my Art Library tab and manually enter HP and total into one of the bubbles. Then copy paste, paste, paste, etc. Need to pay more attention to your sheet!&nbsp; -- Tim
1773731267
keithcurtis
Forum Champion
Marketplace Creator
API Scripter
This is such a common stumbling block for folks coming to Roll20 that there should really be a built-in control for it.
Jarren said: Rick and Vince both explain the process: link a token to a character and make sure that any stats that you don't want shared between all tokens of that creature are unlinked (set to 'None'). The last step to make sure you do is to Update the Default Token. If you setup a token just the way you want, but you don't update the Default Token for the Orc character sheet, when you pull out a token again, it'll be the token that still has HP linked to the bars, because it's still the Default Token.&nbsp; Because you have a Pro subscription, you can automate this process quite easily. Here's what my 'mook' TokenMod setup macro looks like for D%D 5E using the D&amp;D 5E 2014 by Roll20 sheet (also using&nbsp; ChatSetAttr ,&nbsp; MonsterHitDice , and&nbsp; TokenNameNumber ): &lt;SNIP&gt; Thank you for taking the time to grab that code for me, Jarren, I must try it out. I did a huge amount of JS applications in one of my first Roll20 projects (a friend was running a campaign on my membership from 2020 onward until earlier this year and we are resuming it in the next couple of weeks) and learned it fairly quickly. in 2020, I got really disillusioned with R20 software quality control at about that time, as upgrades were breaking things (main thing I recall is the code to roll 3d dice rolls stopped generating the 3d dice, though the roll was still appearing in the chat window) so I let my Pro membership lapse. Reactivated it this past Fall when I began DMing again. In that short few years, I forgot a lot of what I'd learned. Duh. LOL. Been meaning to get back into JS again. This may be my spring. :) All the best.
keithcurtis said: This is such a common stumbling block for folks coming to Roll20 that there should really be a built-in control for it. Hi Keith. :) In my case, it was a old mind rattled by the constraints of time while running the game. Once I read Rick's reply I felt ridiculously dumb.&nbsp; I was honestly quite surprised the module, which I bought from Marketplace, had this on the go. It's very well written otherwise IMO, the graphics for maps are really well done and super pretty. Great story too. Just this one thing. It's an older module - I had to add in stuff for dynamic lighting. All the best. -- Tim