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Combat Actions Within Rounds

1581951958

Edited 1582026210
Hi all, I have been wrestling with adding a method to simulate a series of 1-4 possible combat actions (based off the Dex rating), each round per PC and NPC. As per the Runequest I rules.  At this time, I am using a combination of TurnMarker1 and GroupInitiative. I can manage it but its cumbersome and clunky and I've been searching the forums for any snippets of scripts that do this in a smoother fashion. Is there an easier way to do this without having to duplicate entries onto the tracker for each and every PC and NPC that is in combat? I have changed the round counter to say Action #, but what would be nice is for it either to count Action 1, Round 1 and count up every 4 actions then add to the round count. Which I figure is not possible, contained in one entry. But perhaps a second entry that only counts once every 4 actions is possible? I'm definately in over my head, but I've been able to power through so far. 
1581952629
GiGs
Pro
Sheet Author
API Scripter
Can you describe what you are trying to, as if we were sitting at the table together? 
Ok, sorry if that was confusing. To start, each player has a number of combat actions per round based off of Dexterity. DEX               Number of Combat Actions 6 or less                        1 7–12                              2 13–18                            3 19 or more                     4 I have my turn tracker currently set to count actions instead of rounds. Once I reach Action 4, I simply start it over. Most players have 3 actions, generally but for the occasional few who have less than 3 or more than 3 I keep track of that in my notes and delete them from the tracker accordingly. Once the 4th action is completed, I start over and I have a token on the table called Round One, I rename it to round 2 and so on... What I would like to do, is have the turn counter have a second counter that advances once every 4 actions, in addition to my action counter which only goes up 1 at every pass. (I'm not even sure if that is possible) That would be my round counter. Like I said, I can do it manually, but I've been seeking a way to manage this automatically and relieve myself of a good deal of book keeping. 
1582026741

Edited 1582026855
I found this snippet  here   It's called AddCustomTurn and it does a little more of what I am looking for. I can add the custom turn to the initiative tracker, though it seems to be having an issue counting. Still wondering if it's possible to get one of these Custom Turns to increment once every 4 turns. It occurred to me that I should be able to set the custom counter to 0.25 so that every 4 rounds it will hit a whole number and I can see at a glance that the round has changed, but for some reason it isn't counting at all. This is still better than using a token on the tabletop and much thanks to The Aaron, who appears to be the author of nearly all of the API's that I use. 
1582103785
GiGs
Pro
Sheet Author
API Scripter
Do you need to track the turn incrementing each turn? It seems like you could simply add 1-4 turns for each character to the tracker (having an initiative number that ensures they are sorted properly).  You did say you didnt want to duplicate characters, but that seems like the simplest method. Since you can jump through them with a button press it doesnt  seem like much of a hassle to me. That said, there's a script out there for Champions that manages different speeds over the tun that could probably be tweaked to do what you need, if I can find it.
1582122793
Kraynic
Pro
Sheet Author
If it is done that way, it might be worth changing a script The Aaron wrote for my palladium games.&nbsp; I add 80 to a d20 initiative roll so that initiatives don't dip into the negatives unless someone has a LOT of actions.&nbsp; Each action the token has beyond 1 adds another entry to the tracker with an initiative score of 20 less than the previous one.&nbsp; So, if someone rolled 88 (8 + 80) and has 3 actions, this script would provide entries at 88, 68, and 48.&nbsp; As long as they all have the same amount of actions, it can do multiples at once.&nbsp; Maybe it could be tweaked for whatever works best in the game system you are using. The script I am using can be found here:&nbsp;&nbsp;<a href="https://app.roll20.net/forum/permalink/6817748/" rel="nofollow">https://app.roll20.net/forum/permalink/6817748/</a>
I do have the script that uses !dup-turn and it was how I have been managing this so far, but once a combat gets into large numbers this gets more unmanagable as some NPCs will have only 2 actions per round, some have 4. So while I can !dup-turn 3 for the majority, I have to go in and delete or add initiatives after the fact. Which is more difficult in a large initiative list. Still doable, just often arduous. So instead of going that route, I add a combat marker Once every 4 actions to count the round and reset my action marker back to 1. What I am currently seeking, is a quick and easy way to add (and remove) markers on the initiative. I have the script that The Aaron made which allows me to automatically add a custom counter, that part is easy and what I have now is much less bulky than duplicating. &nbsp; So at this time, the Action 1 counter counts. I manually change the Round 1 marker. This isn't terrible, much more managable than 9+ entries. I'm not very savvy with writing my own scripts, but I'll use the heck out of what I can find out there. Still, I am wondering if it is possible for a script to delete a marker?
1582133216
Kraynic
Pro
Sheet Author
While this won't help with the deleting things, I set up the duplicator script as a query in my games.&nbsp; If you group your tokens by how many actions they have, then you can set groups at a time for each amount. Since I don't ever use it on a token with 1 action, this defaults to 2. !dup-turn ?{How many attacks?|2} Maybe this will make things easier as you find the more specific thing you are looking for.