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[REQUEST] Only allow a token's owner to see its position in the Turn Tracker?

Howdy folks! I was wondering if it was possible, via the wonderful world of the API, to create a script that would hide the turns of all tokens in the Turn Tracker from everyone except the token's owner(s)? I run a HackMaster game, and I'd like to keep my players from knowing each other's places, as well as the places of enemy combatants, in the Count Up. Thanks!
Not possible, the turntracker is seen  globally. The only hidden elements are those seen by the GM on the GM layer.
You might be able to use the Group Initiative script to kind of simulate it. Copy all tokens to the GM layer. Put those tokens into combat. Thus only you, the GM, would see the list. Using the Announce feature, it might say who is up, and who is next (not sure about this part since they're hidden from players, the announce might whisper the GM or something). The only problem is that you couldn't use the mouse-over functionality to find the tokens (which I love and use all the time as DM). I'm not sure the hassle is worth the gain, but that's for you to decide.
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Ziechael
Forum Champion
Sheet Author
API Scripter
Just spitballing, but there may be a way to do as Three of Swords indicated and keep a kind of functionality with the mouseover but it would require a bit of extra set up for each encounter. Please remember this is theoretical, i don't have time to test it myself... Using Aaron's Bump script you could theoretically (theres that word again) have the tokens on the token layer then have their identical twins on the GM layer, from what i recall the Bump script allows the two to move in sync as parent and child, master and slave, vampire and thrall.... take your pick. That way you could add the token on the GM layer to the turn order but keep your focus on the token layer for moving, macro use etc. The only issue (despite this being theoretical and based only on reading since i don't use the script) would be that the turn order tends to skip to the next token layer turn each time so you'd have to manually tell everyone whose turn it is. If i'm wrong please disregard the above, if someone tests it and it works and it solves your issue then i accept cheques or cash ;)
Hmmmm unfortunately I don't think either suggestion would work, not with the way HackMaster's combat system plays out. It uses a second-based system instead of traditional "turns". A character can attack once they close in with any enemy, and then might have to wait 8 seconds (or however long, based on their weapon speed and training with the weapon) before they attack again, but between attacks they can move around, disengage, etc. So combat ends up being very dynamic in HackMaster, with everyone adjusting their "initiative" a dozen times throughout the course of a single encounter. I've already got my hands on a script to simulate the second-based Count Up system, I was just hoping I might also be able to use this script without revealing when every enemy's next attack is to the players. So far it looks like I'm striking out >.<
1439175926
The Aaron
Pro
API Scripter
Sorry I'm late to the convo, GenCon then sick all week.  If I were going to do this, I'd write a script that did something like roll initiative but assign them to hidden tokens on the GM layer which followed the real tokens around (almost like bump, but bump sheds initiative on slaves, so wouldn't work). That would allow the GM to see where things are with initiative. It would also whisper to each token with a controller when it's turn is, and any time it changed, whisper it again. 
Interesting idea! Would it be possible to issue commands that would alter the initiative order to the non-hidden tokens, which would then push through and affect their hidden counterparts? Basically I just wouldn't want to move back to the GM Layer every time I wanted to change a token's place in the initiative.
I might do something like this: track initiative for tokens on the GM layer set to shadow the corresponding token-layer tokens, but each time the tracker changes, swap out the token-layer version for the token at the top.  The result is that everyone can see whose turn it is and that token's initiative count, but everything not at the top of the tracker is on the GM layer and so only visible to the GM.
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Edited 1439920885
The Aaron
Pro
API Scripter
Gilfreezy said: Interesting idea! Would it be possible to issue commands that would alter the initiative order to the non-hidden tokens, which would then push through and affect their hidden counterparts? Basically I just wouldn't want to move back to the GM Layer every time I wanted to change a token's place in the initiative. You could. You'd just need to keep an association between the two. You could still modulate then via the Turn Order dialog, of course.
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Edited 1439920900
manveti said: I might do something like this: track initiative for tokens on the GM layer set to shadow the corresponding token-layer tokens, but each time the tracker changes, swap out the token-layer version for the token at the top.  The result is that everyone can see whose turn it is and that token's initiative count, but everything not at the top of the tracker is on the GM layer and so only visible to the GM. That would actually be a pretty great idea! The Aaron said: Gilfreezy said: Interesting idea! Would it be possible to issue commands that would alter the initiative order to the non-hidden tokens, which would then push through and affect their hidden counterparts? Basically I just wouldn't want to move back to the GM Layer every time I wanted to change a token's place in the initiative. You could. You'd just need to keep an association between the two. You could still modulate then via the Turn Order dialog, of course. That sounds pretty solid! Would this be possible with minimal modification to your Bump script, or would it require a separate stand-alone script? While I'm on the topic; would it also be possible via the API to script a command that can move tokens in and out of the Turn Order at the press of a button? In HackMaster the Count Up is always active, counting each second as a separate "turn". But generally speaking, only characters who are actively engaged in Melee (or are taking some other action that requires a set amount of seconds, like firing and reloading a crossbow, casting a spell, or attempting to Turn Undead) need to act in "turn order". Otherwise, they're free to move around the battlefield as dictated by their movement speeds (5 feet per second for Walking Speed, for example). It would be awesome if the Turn Tracker didn't need to prompt an action from a character who's not currently engaged at that second, and instead the character can just freely move around the battlefield until they hit the "Engage" command.
1439921076
The Aaron
Pro
API Scripter
I wouldn't say minimal, but there is certainly a good deal of overlap in the ideas. With regards to popping tokens in and out of the Turn Order, it could certainly be written.  Interface would be the most challenging problem.