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[Feedback Request] What do you want to do with CharMod

1431638580
The Aaron
Pro
API Scripter
I'm working on the fabled CharMod , a script like TokenMod , but for characters. I've got my own ideas about what it should do, but I'd like to hear you feedback on what you want to do with it. Just like TokenMod, CharMod will be focused on applying a set of operations to a list of characters (and their associated Attributes and Abilities. Note that this means applying those changes directly to each individual character, with no crossover between characters. Things it will do: Add 3 to every character's HP Attribute Set to max each character's HP Attribute Set "Wanted" in the bounty attribute of each character Things it WILL NOT do: Copy the value of one character's attribute to another Copy an ability from one character to another Hope that makes sense. Ok, so how might you use it?
Hmmm... Dunno really? Combine the concept of your ammo-tracker into trackers into Character sheets? Honestly I am not too sure what I would want it to do. If I did want anything it would be a method to call something out into the chat as an API button. So character sheets could List their Roll buttons out in the chat as a whisper. Clicks for actions etc. Though if that is parting to far from the intention of this script... Honestly the most important thing is the ability to adjust buffs on the fly. Changing an attribute to match a current word or bonus. Or status. For example from a 5th Edition perspective. if I set "restrained" --Speed=0 --Dex=-5 AB=-3 Edit Being able to Save states, conditions or something that modifies all the relevant fields to a saved status or mode is my official suggestion.
1431640381
The Aaron
Pro
API Scripter
Saevar L. said: Combine the concept of your ammo-tracker into trackers into Character sheets? So far, it can do everything ammo does, and better. =D If I did want anything it would be a method to call something out into the chat as an API button. So character sheets could List their Roll buttons out in the chat as a whisper. Clicks for actions etc. More about this, what do you mean? Honestly the most important thing is the ability to adjust buffs on the fly. Changing an attribute to match a current word or bonus. Or status. For example from a 5th Edition perspective. if I set "restrained" --Speed=0 --Dex=-5 AB=-3 So this is an interesting use case. There is the implication that these are temporary changes that would be reverted at a later point. When would that point be? Probably this could be done by backing up the stat to the max field, then restoring it from there later, but it might make sense to store it else where. Thoughts?
The Aaron said: Saevar L. said: Combine the concept of your ammo-tracker into trackers into Character sheets? So far, it can do everything ammo does, and better. =D If I did want anything it would be a method to call something out into the chat as an API button. So character sheets could List their Roll buttons out in the chat as a whisper. Clicks for actions etc. More about this, what do you mean? Honestly the most important thing is the ability to adjust buffs on the fly. Changing an attribute to match a current word or bonus. Or status. For example from a 5th Edition perspective. if I set "restrained" --Speed=0 --Dex=-5 AB=-3 So this is an interesting use case. There is the implication that these are temporary changes that would be reverted at a later point. When would that point be? Probably this could be done by backing up the stat to the max field, then restoring it from there later, but it might make sense to store it else where. Thoughts? Sweet on the ammo-script part! The second point was more relevant to Blaster script made by Ken L. The idea of creating a "menu" series of buttons that players can click through a series of buttons instead. So this is an interesting use case. There is the implication that these are temporary changes that would be reverted at a later point. When would that point be? Probably this could be done by backing up the stat to the max field, then restoring it from there later, but it might make sense to store it else where. Thoughts? Hmmm... I never considered this when I think about it in implementation. Since you can't forcibly hack into the field and add a attribute to the formula already contained... Backing it up to the max field seems actually a pretty smart way to do it since not all sheets will contain a previously ordained field to do that. The issue is making it so it can be used in a generalised fashion. Maybe use a separate Character sheet to represent these fields? Ideally it would be nice to just have a macro that asks for the name of condition, type it in, applies the values. Then being able to press it again and maybe just type "none" and it calls 0s. Again I can see the issue with this not being usable by all sheets hmm. Storing it elsewhere seems an issue since it wouldn't be as clean, but you couldn't influence max fields. Maybe two seperate versions which copy to a max field and another which creates a temporary field? For things such as Temporary HP?
1431642991
The Aaron
Pro
API Scripter
Playing with repeating sections and Ammo: So, with the menu of buttons. Not sure that's exactly in the purview of this script, but can you give an example how you might like to interface to that? Are you thinking more like "list all the weapon attack buttons" or "list a bunch of buttons which are filled out for each matching character?" Regarding temp changes, backing it to the state is one option, as is creating an attribute to store it in. The state is much easier from a coding point of view, and faster too, as it doesn't have to create more objects and it also won't pollute the list of attributes (though with character sheets, that's hardly a concern.. drop of water in the ocean and all..).
The Aaron said: Playing with repeating sections and Ammo: So, with the menu of buttons. Not sure that's exactly in the purview of this script, but can you give an example how you might like to interface to that? Are you thinking more like "list all the weapon attack buttons" or "list a bunch of buttons which are filled out for each matching character?" "list all the weapon attack buttons" Is more what I'm looking at first basically. Being able to just list all skill rolls etc simply. Further with the idea is that if something calls for a Dex save by something. It can create an API button in the chat. So from a 5E stand point (Sorry, never really got around to trying other RPGs on Roll20). My player does a Stunning Strike which calls for a Con Saving Throw by monster. It produces an API button in the chat labelled "Con Saving Throw" Which could simply contain @{Selected|Con_Save_throw} etc. It throws it. Regarding temp changes, backing it to the state is one option, as is creating an attribute to store it in. The state is much easier from a coding point of view, and faster too, as it doesn't have to create more objects and it also won't pollute the list of attributes (though with character sheets, that's hardly a concern.. drop of water in the ocean and all..). Backing to a state if its easier sounds good, however if attributes do have a max value for some reason, I don't know if other sheets do have them so I can't really help you here, My concern here is how it applies to other sheets. Personally I don't see any need ever to create another attribute for any reason that can't be handled manually. If someone has reason to +1 creating attributes ...?
1431648009
The Aaron
Pro
API Scripter
Ok, I see what you mean with the weapon buttons. The API can't access the buttons directly, but I have a few ideas how I might still do that. =D Dumping out a Con for each is interesting, maybe even with a conditional set of mods to apply based on the result... hmm. Backing to the state wouldn't be too bad. So lets say you have an operation for storing a copy of the attribute before you change it and you have an operation for restoring it later. You could the have two commands: Save Dex,Speed,AB Change Dex,Speed,AB Restore Dex,Speed,AB Works easily in the simple case, what about: Save Dex,Speed,AB Change Dex,Speed,AB (Say, affected by a spell) Save Dex, Change Dex (say, affected by a disease) Restore Dex,Speed,AB Restore Dex
1431648592

Edited 1431648770
These requests were PMed to me recently (you probably already got this list, because my suggestion was to use your ammo script, and I referred the person to you when we got a little too deep into the internals of that script and its interaction with charsheets): * Ability to set an attribute to an absolute (rather than relative) value * Ability to create an attribute if it doesn't already exist * Ability to restrict execution of the command to players who control the characters being modified On the topic of saving, it might be interesting to handle it as a saved "original" value and a set of named (or otherwise uniquified) adjustments. Then a particular adjustment could be removed even if it isn't at the top of the stack (e.g. character gets a disease, then gets poisoned, then has the disease cured; the stat reduction from the disease is removed, but the reduction from the poison remains).
1431650100
The Aaron
Pro
API Scripter
I did get that PM! That was the kick in the butt that got me started on this script. =D Of the three, i have the first and third done and designs on the second. That's a good idea about the base and adjustments stack. Need to think about who can see/revert those...
1431650615
Gen Kitty
Forum Champion
If dicerolls can be stuffed into attribute fields, I could see someone managing monsters/summons on the fly. Sadly, this isn't a program I see myself using, like I do TokenMod, but I'll still toss in my 2c from time to time. :>
1431665628
vÍnce
Pro
Sheet Author
Toggle an attribute's state. ex. the PF sheet now includes "Conditions" that make sheet-wide changes when a condition is toggled. Blinding all character's that fail their save with a simple macro is very appealing.
1431665769
The Aaron
Pro
API Scripter
Should be easily done. =D
1431665945
vÍnce
Pro
Sheet Author
The Aaron said: Should be easily done. =D Blinding the party or toggling attributes? :-P
1431666081
The Aaron
Pro
API Scripter
Ha, both. =D In fact, the version I have currently can do that just fine. =D
1431666297
vÍnce
Pro
Sheet Author
Would it be possible to add/create repeatable items? I'm thinking of inventory (purchases or treasure). This might work with a API button's as well. Click the item you want to buy or loot and it's added to your inventory.
1431667164
The Aaron
Pro
API Scripter
Possibly. =D
Vince said: Would it be possible to add/create repeatable items? I'm thinking of inventory (purchases or treasure). This might work with a API button's as well. Click the item you want to buy or loot and it's added to your inventory. +1 to this. Also, changing vision modifiers - like characters with infravision have it reduced while in the range of a burning torch, but when they step out of the torchlight, and their eyes adjust, and they get infravision back. Spell effects as well. Paralyzed characters no longer have the ability to move their token, until paralyzation wears off...
1431688322

Edited 1431688461
I need this. I want this. I would even pay for this! * Ability to set an attribute to an absolute (rather than relative) value * Ability to create an attribute if it doesn't already exist * Ability to restrict execution of the command to players who control the characters being modified 1. and 2. is what I would need for attribute tracking as you might have seen in the other request threads :) Use cases I would hope CharMod can do (the syntax is completly made up obviously): Handle math/rolls and attributes !charmod --set @{character_id} --level [[[[1d6]]+@{currentLevel} It likely can do that already. I think its obvious why this is requested. Handle string !charmod --set @{character_id} --name "Bob the Bobmaster Level [[1d6]]" This would be nice to handle all the stuff !ammo can't because it is limited to simple math operations Set to value !charmod --set @{character_id} --level 4 Makes some macros shorter. Handle maps !charmod --set @{character_id} --level --map win=[[@{currentLevel}+1]],loose=[[@{currentLevel}-1]],draw="Unknown",default="Wrong Parameter" --key win Map comparisons should be simple string comparions with a default fallback possibility. This obviously would be very very powerful because it would implement a weaker form of switch for users usable in macros. The first matched key should be applied. This would open a whole new door in possibilities for charsheet rolls. Supress notification !charmod --set @{character_id} --level 4 --silent I want to be able to control if I want (debug) feedback from the application I completly get if something is too much work or does not fit into your plans or you are not interested, so see this much more as a brainstorming on what I would is the tool - i will definetly anyway - in my current charsheet.
1431701938
The Aaron
Pro
API Scripter
Gozer the Gozerian said: +1 to this. Also, changing vision modifiers - like characters with infravision have it reduced while in the range of a burning torch, but when they step out of the torchlight, and their eyes adjust, and they get infravision back. Spell effects as well. Paralyzed characters no longer have the ability to move their token, until paralyzation wears off... Vision modifiers and token movement is more of a token thing. You can already modify vision with TokenMod. You could use TokenLock to prevent characters who are paralyzed from moving, though that's works off selected, so might not be as easily macro'd. Could add an ids parameter to it.. Kevin said: I need this. I want this. I would even pay for this! * Ability to set an attribute to an absolute (rather than relative) value * Ability to create an attribute if it doesn't already exist * Ability to restrict execution of the command to players who control the characters being modified 1. and 2. is what I would need for attribute tracking as you might have seen in the other request threads :) 1 is done, 2 is on it's way. Use cases I would hope CharMod can do (the syntax is completly made up obviously): Handle math/rolls and attributes !charmod --set @{character_id} --level [[[[1d6]]+@{currentLevel} It likely can do that already. I think its obvious why this is requested. If you're just talking about being able to use inline rolls to set thing, that's done. =D Anything you can do in an inline roll would be fine. Handle string !charmod --set @{character_id} --name "Bob the Bobmaster Level [[1d6]]" Done. This would be nice to handle all the stuff !ammo can't because it is limited to simple math operations Set to value !charmod --set @{character_id} --level 4 Makes some macros shorter. If this is just talking about setting a specific value, that's done. Handle maps !charmod --set @{character_id} --level --map win=[[@{currentLevel}+1]],loose=[[@{currentLevel}-1]],draw="Unknown",default="Wrong Parameter" --key win Map comparisons should be simple string comparions with a default fallback possibility. This obviously would be very very powerful because it would implement a weaker form of switch for users usable in macros. The first matched key should be applied. This would open a whole new door in possibilities for charsheet rolls. This is something I'm going to need you to give me more information about. Ignoring possible syntax, you're basically passing in a list of possible values, then passing in which value to chose? So, basically like giving me a lookup table and then the lookup to perform? Details??? Supress notification !charmod --set @{character_id} --level 4 --silent I want to be able to control if I want (debug) feedback from the application Notifications is something I'm putting a ton of configurability into, I think you'll be happy with the options here. Keep 'em coming!
So i'm thinking anything that could require modification on the character sheet would be useful yes? So how about the following: (let me know if its not relative) 1. Ability to modify/query the character sheet(s) to change the # of spells used per day? spell max (when leveling, see #2 below.) Maybe from an API button interface. I know players are suppose to do this but if using a macro and adding the command to it.. it would do it scripto-magically. Use: Player: I want to cast Entangle {DM Queries Spells users per day} Ok says you have 3 availabe slots, you use one to cast entangle. The DM click the button to change available to 2. 2. to be able to script the leveling experience would be pretty cool. Congratulations you are now level 2, What class did you want to choose for your next level? Options presented Character selects {Barbarian} Script: HitDice Roll (Player Clicks) Chat displays [1d12+Con Mod} Adds to MAX and Current HP. Displays additional options if necessary (Barbarian gets to level 2} Congratulations you earned a new ability "Reckless Attack" it has been added along with a description to your character sheet. You could totally pull the information from Handouts, or from the GM notes from the character? or build it into the script logic but GM notes. If you chose a caster class the Max numbers were selected and added, you could even go as far as presenting options to add spells to the sheet as you obtain the level. Click a button and it adds that spell to your spell book, etc. 3. Carry over from the Charutils discussion Copy Spells from the Spellbook of one character and duplicate it partially or fully on to another character perhaps with options to target things like.. "1st Level Spells" copy all first level spells to the new book. or Copy "Fire" All spells with fire in the name are copied to the new book. or --Burning Hands --Fireball --Flamestrike are copied to the appropriate levels in the destination based on where they were copied from on the source?
1431713612
The Aaron
Pro
API Scripter
1. So, modifying the number of spells used is definitely one of the things I'm looking forward to using this for, as well as reseting that on a rest, etc. 2. Leveling a character, you could certainly do that, though I'm not sure how much of that automation could be build directly into a generic script. 3. NOPE. That's on the list of things this script isn't designed to do. All modifications will be batched across multiple characters, with no knowledge of other characters in the list to be changed.
Can't shove data into repeating fields easily. Its not worth it, but he did hand me a version of his script that allows you to do or --Burning Hands --Fireball --Flamestrike, As in, select the spells you want.
1431715381
The Aaron
Pro
API Scripter
The problem with repeating fields in the case you brought up is knowing which repeating field to use when you are in the character sheet and writing the API command. From the outside, if you know the row number, it becomes trivial. I'm still thinking about your other case.
The Aaron said: 1. So, modifying the number of spells used is definitely one of the things I'm looking forward to using this for, as well as reseting that on a rest, etc. 2. Leveling a character, you could certainly do that, though I'm not sure how much of that automation could be build directly into a generic script. 3. NOPE. That's on the list of things this script isn't designed to do. All modifications will be batched across multiple characters, with no knowledge of other characters in the list to be changed. 1. So a "conditional" rest timer would be cool. DM hits a rest button and after an hour passes the players are prompted on to roll Hit Dice to recover hitpoints or if they finish a long rest it would set all bars to max (think you mentioned that) not sure if the rest would be a condition of that too. 2. Yeah could be a bit more complicated and a tad bit of overkill but it would be cool. 3. Dang it, I love the token macro idea that Saevar turned me on to, its definitely floats the bill but having all the spell information tied into a easy to read format so the players can make their own macros from it still sounds awesome Another Thought we can call it 4. Any way to rename token macros from say "MeleeAtk1" to the name that the macro is referencing? Example: In the character sheet its listed as Longsword so it renames it to from "MeleeAtk1" to "Longsword" for the token name. It would have to look into the sheet or follow the calls to see what description is given for the field. and then apply the macro name adjustment? Saevar L. said: Can't shove data into repeating fields easily. Its not worth it, but he did hand me a version of his script that allows you to do or --Burning Hands --Fireball --Flamestrike, As in, select the spells you want. Yeah those are very cool, and thanks to you i'm also using them as well, based on your tips. They are token abilities though vs for characters sheet modifications.
1431721350
The Aaron
Pro
API Scripter
1. Would probably work more along the lines of the GM sets up a macro that applies the short rest effects to all the players, then clicks it when they want to apply a short rest. Ditto for long rest. Ditto for similar mechanics from other games (refuel, repair, etc) 3. Not saying that can't be done, it will just need to be part of a different script. Probably enhancements to CharUtils. 4. Well, the macros on character sheets couldn't be renamed, but there exists the possibility or creating ability aliases for them. I'll look into it.
The Aaron said: 1. Would probably work more along the lines of the GM sets up a macro that applies the short rest effects to all the players, then clicks it when they want to apply a short rest. Ditto for long rest. Ditto for similar mechanics from other games (refuel, repair, etc) 3. Not saying that can't be done, it will just need to be part of a different script. Probably enhancements to CharUtils. 4. Well, the macros on character sheets couldn't be renamed, but there exists the possibility or creating ability aliases for them. I'll look into it. 1. Cool 3. Yeah, lol. The work of entering the spells into the sheets wouldn't seem so tedious if you were able to save your work and at least share it with other characters. Spell Macros is a good alternative to a more usable solution presents itself. 4. Cool, i'll stay tuned for your discoveries on that one.
This is something I'm going to need you to give me more information about. Ignoring possible syntax, you're basically passing in a list of possible values, then passing in which value to chose? So, basically like giving me a lookup table and then the lookup to perform? Details??? Exactly a lookup table based on string comparisons. This might maybe better fit for its own script than for CharMod. This would allow even more powerful macros because it would be possible to chain table lookups like using Maps/Arrays because the effect would be possible foo[bar[0]] could return "Hello Roll20". I guess this definetly would be its own script. Actually for the writing back to repeatable fields, maybe would it help to restrict it for the first version to writing back to repeatable fields from the same fieldset? This already would be a magnificient tool.
1431941803
Ziechael
Forum Champion
Sheet Author
API Scripter
I'm a little late to the party, what with recent bouts of illness etc (yey for me!)... However, despite most of these being covered, partially or in full, here is what i intend to use this script for: 1. Enabling/Disabling of status/spell effects (fatigue, rage, enfeeblement, enlarged personage etc) 2. Enhanced/integrated ammo and use counting (ranged weapons, wands, potions/scrolls etc) if not added to the functions of this one i hope you update your ammo script soon ;) 3. Keeping track of spells used compared to spells prepped. 4. Dynamic reputation updating.
1431955822
The Aaron
Pro
API Scripter
Think I have a handle on the first 3. Dynamic Reputation Updating???
1431958601
Ziechael
Forum Champion
Sheet Author
API Scripter
The Aaron said: Think I have a handle on the first 3. Dynamic Reputation Updating??? Totally threw that in there to elicit a 'wtf' moment. While it isn't something i'm doing yet I aim to eventually have my players receive bonuses in towns etc based on their personal reputation as well as their group reputation. I apply it before hand now, manually, as i can't be bothered to maintain various manually updated attributes on their sheets. However once this script goes live i can simply trigger !foo <character_id> Repution +1 or some such API language related nonsense to update them after the completion of certain tasks etc. It is essentially the same as point 1 in reality but i wasn't happy with only 3 proposed uses.... sorry...
1431959891
The Aaron
Pro
API Scripter
Hahahah.. I actually have something designed for that... I'll PM you a doc link. =D
1432451959

Edited 1432451978
Gen Kitty
Forum Champion
I thought of something! I want to be able to toggle 'Show as Token Action' on abilities. I need this, for wiping out encounter and daily actions as my minions use them against the PCs! :>
1432453365
The Aaron
Pro
API Scripter
You can do that with UsePower, which you wanted to try out at some point... (January 25th..) <a href="https://app.roll20.net/forum/post/1143437/script-usepower-use-tracking-and-flagging-of-encounter-and-daily-powers#post-1543976" rel="nofollow">https://app.roll20.net/forum/post/1143437/script-usepower-use-tracking-and-flagging-of-encounter-and-daily-powers#post-1543976</a>
1432454871

Edited 1432454907
Gen Kitty
Forum Champion
Mmmf. That's meant for PCs. I don't need announcements (I wouldn't want them for PCs, either) or the ability to restore them. It's sort of like taking a Lear Jet to go get milk from the store. I never did get around to trying it out, I suppose I should soon. (And why oh WHY do all posts have to time out after 2 months? There needs to be the ability to flag a post for never timing out, for API scripts and other posts that aren't expected to get frequent traffic!) Toggling abilities seems like a natural function for THIS script, regardless. I don't mean to seem ungrateful for your excellent scripts, mind you :&gt;
1432456158
The Aaron
Pro
API Scripter
=D So, one issue with flagging abilities on mooks off, how could you do that on a per mook case, since the ability is on the single shared character sheet?
1432457872
Gen Kitty
Forum Champion
Well, in my case mooks don't HAVE encounter/daily abilities. It goes against 4e monster design philosophy. Things that a mook has limited numbers of uses of can be tracked with status effect icons or a bar.
1432458220
The Aaron
Pro
API Scripter
I see, so you'd be doing this with unique npc type critters.
1432461932
Gen Kitty
Forum Champion
Y'know, I shouldn't be trying to have serious discussions about stuff when it is near my bedtime. I took your question about 'mooks' and used the 4e term instead of the Roll20 term. BLAH. So nevermind. ^_^ I use lots of non-unique monsters, and they have dailies and encounters and it would be ten kinds of messy to track them individually :P :P :P
1432463813
Kryx
Pro
Sheet Author
API Scripter
I saw lots of discussion about ammo early on in this thread. I've integrated ammo into weapons for my shaped character sheet if you toggle it on and have my script installed. That is likely the best way to approach ammo - it's all integrated. I could see this script being very useful for other things though. I have a pull request to add a generic macro button that will run any macro after a weapon is clicked. It could be useful for things like stunning strike. Vince said: the PF sheet now includes "Conditions" that make sheet-wide changes when a condition is toggled. Blinding all character's that fail their save with a simple macro is very appealing. That sounds awesome. Something I'll add to my todo for 5e. Greg B. said: 1. Ability to modify/query the character sheet(s) to change the # of spells used per day? spell max (when leveling, see #2 below.) Use: Player: I want to cast Entangle {DM Queries Spells users per day} Ok says you have 3 availabe slots, you use one to cast entangle. The DM click the button to change available to 2. This would be great. I can try to make this automagically work if you have my script installed and the toggle set like I did with ammo.
I am very late to the party and I am sorry about that. I'm just starting a campaign and it soaked up my time preparing and making sure the character sheet was working properly and characters were.. well I'm sure you get the idea. Regardless, Thank you Aaron and Manvetti. This is huge, absolutely huge. I know I made some suggestions directly to both of you. I think my whisper was the one that got you started but I don't know. But two things came to mind when I thought about keeping track of spells and per/usage encounters. 1) A way to flag per day usages and on a per character sheet basis reset them to their maximum level !charmod --resetdailyall 2) or something similar that way you dont need to search through an entire character sheet which may many daily uses. Along the same lines for spells.. !charmod --resetdailyspells I am not sure how exactly that would work in terms of linking searching for all of the spells on a character sheet. It might be that it is a process that cannot be handled though hard coding the script but a GM only macro that contains multiple reset commands to take the max value and set the normal value to the max value. (if that makes sense). 3) I noticed that most of them have a parameter for token_id... While this is nice, it does somewhat limit the versatility for GM usage token select would allow for it to be use more widely. 4) A more complicated option that would be nice is some support for Aura interaction and multi-select. From my perspective auras are a slightly wasted token attribute. It can display the aura range but kinda dead-ends there. !charmod --aura1 &lt;foo1&gt; --allally|allenemy @{attributeName} &lt;foo2&gt; Which would apply the specified changes (&lt;foo2&gt;) to all allies or enemies of the party with the range of &lt;foo1&gt;. We'd have to manually add an attribute to the character probably @{alliance} value = ally or enemy and check that. I've heard of api that do that.. Would be useful for bardic abilities, paladin auras, dragonfire adepts, crusader auras etc.. Again, this could probably done on the GM's end by chaining the command and specifying friends or foes of the and setting their attribute in a macro. Thank you again in advance for this great script.
1432517704
The Aaron
Pro
API Scripter
1) and 2) are definitely something that could be done via macros preconfigured with what to reset (and either triggered on selected or passed ids 3) I've already got it selecting based on any of token_id/character_id/selected. I'll be adding character name matching as well. 4) is a very cool idea, I'll be sure to play with it!!
So I had a thought, will it be possible to use charmod in a way to have a bounded calculation set a value? For example in 5e, you have hit dice that you can use during a short rest for healing, however when you perform a long rest you can recover up to half of your maximum hit dice. So I would like to be able to have a macro that will reset all abilities on a long rest, including calculating the proper amount hit dice without going over the maximum value. I hope that makes sense...
1432833266
The Aaron
Pro
API Scripter
Shouldn't be a problem. You can accomplish all the necessary math in an inline roll, so it would just work.
Any news on the progress of this script?
1435144877
The Aaron
Pro
API Scripter
It is my current major project, so next time I get a large block of time to work on it, I'll make some headway. Currently I'm working on writing a better dice parsing module for displaying the rolls, the. Plugging that into the output system. I believe that's all I have left to do besides testing.
Better Dice Parsing? As in clean up of the output or? I'm sorry I've been rather inattentive to the forms.
1435148788
The Aaron
Pro
API Scripter
My biggest complaint with TokenMod (from me, not others) is that there is no way to give a message telling what was changed. So if you heal someone, you don't know by how much, etc. Similarly, people have used Ammo for changing all kinds of things on characters, but the messages are fixed. I want CharMod to be much more open and customizable for messages. I'm already partway done with that, but I need a way to show rolls, so I'm writing one. There is one in Powercards that HB offered me, and I'm certainly going to look at it for inspiration, but I want to write a more general solution that I can use on a few other scripts.
1435149317

Edited 1435149335
Toby
Pro
Ah, I think I understand.
I'm simply looking forward to being able to use !char-mod to create macros that target specific character's tokens without the need to "target" them. Something like !char-mod {{ --set HP_value|[[{@{Bob The Barbarian|HP}+1d6+1, @{BOB The Barbarian|Max}d1}kl1]] My coding was probably off in the above script, but you get the idea. Thanks for your work Aaron!
1435175145
The Aaron
Pro
API Scripter
That's pretty close, you're just missing: !char-mod {{ --set HP_value|[[{@{Bob The Barbarian|HP}+1d6+1, @{BOB The Barbarian|Max}d1}kl1]] --ids @{Bob The Barbarian|character_id} --report gm|"[Name]: Healed {HP_value:change} hit points, now at {HP_value}." all|"[Name]: starts to look better." player|"[Name] was at {HP_value:before}, now at {HP_value} (healed {HP_value:change} points)" }} =D
The Aaron said: That's pretty close, you're just missing: !char-mod {{ --set HP_value|[[{@{Bob The Barbarian|HP}+1d6+1, @{BOB The Barbarian|Max}d1}kl1]] --ids @{Bob The Barbarian|character_id} --report gm|"[Name]: Healed {HP_value:change} hit points, now at {HP_value}." all|"[Name]: starts to look better." player|"[Name] was at {HP_value:before}, now at {HP_value} (healed {HP_value:change} points)" }} =D I have another use for Char-mod; ACTUALLY using it.. :) Where is the beta version Aaron. HAHA